










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 17 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Aerayann the Guard at level 11 on the 6th Flare 122nd year of Ascendancy at 17:46 0 / 6Killed by Nerann the Thug at level 11 on the 7th Flare 122nd year of Ascendancy at 22:42 Killed by naga myrmidon at level 12 on the 10th Flare 122nd year of Ascendancy at 22:16 Killed by Chronolith Twin at level 17 on the 2nd Haze 122nd year of Ascendancy at 22:47 Killed by Chronolith Twin at level 17 on the 2nd Haze 122nd year of Ascendancy at 23:31 Killed by vampire rat at level 17 on the 15th Haze 122nd year of Ascendancy at 14:42 |
Primary Stats
| Strength | 40 (base 18) |
| Dexterity | 63 (base 40) |
| Constitution | 24 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 11) |
| Cunning | 21 (base 12) |
Resources
| Life | -206/385 |
| Mana | 121/241 |
| Stamina | 17/170 |
| Healing Factor | 1.2672674059366 |
| Regeneration | 2.8513516633574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 58 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +18% |
| Physical | +12% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 8 |
| Physical Save | 27 |
| Spell Save | 11 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 42%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 23% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 26% |
| Poison Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Glyldawe the Guard. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Gunsnake. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Velitta the Sparkwild (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +7 Lck dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +5% lightning Melee Ret 4 mind 2 lightning ----- def ----- Armour +3 Resists +6% nature Stealth +6 A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots 'Bleakspar' (6/19, 34-41 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +5.0% Capacity 19 On Hit.r1 +4 darkness On Hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 14% Shots are used with slings to pummel your foes to death. |
| Light source | Haryrig2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical Acc +5 (+2 eff.) Melee Ret 12 fire ----- def ----- Resists +6% fire Die.at -60.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Issyrim (20 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Defense +20 (+7 eff.) Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Belydulach the Hailpunish0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Resists +6% nature +12% cold Max.HP +22.00 Disarm- +26% Pinning- +23% Knockbk- +28% Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | hardened leather sling 'Belaronik'4.0 T3 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Crit +1.0% Atk.spd 100% Range +8 Proj.spd +200% On Crit.r2 +4 mind While equipped: Stats +2 Str +4 Cun dps ---------- Phys.pwr +9 (+3 eff.) ---------- misc Reload +3 Equi/ret +0.12 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | reinforced dwarven-steel shield of fire resistance (+21%) (0 def, 7 armour, 29-35 power, 114.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +114 While equipped: ----- def ----- Armour +7 Fatigue +8% Resists +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Polegawen (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind ----- def ----- Resists +15% acid +9% fire +22% mind +11% all Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
potent ash starstaff (19-23 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+6 eff.) Dmg.mod +19% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flameripper the steel battleaxe (24-37 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +4 fire While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +10 (+7 eff.) ----- def ----- Armour +4 HP.reg +4.00 Knockbk- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
chilling steel waraxe of crippling (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
slime-covered steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 42% One-handed war axes. |
absorbing vined mindstar of flames (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) All.spd +3% Melee+ 6 fire Dmg.mod +8% fire Res.pen +7% fire ----- def ----- Resists +9% lightning +11% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Camovon' (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Mind.crit +4% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 3 darkness Dmg.mod +12% mind +4% darkness Melee Ret 6 physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty elm longbow of acid4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +12% acid Longbows are used to shoot arrows at your foes. |
Murkfame4.0 T2 sling 1H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +4 light On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +1 Con dps ---------- Dmg.mod +12% darkness On Hit (Ranged): * 20% chance to reduce armor by 19% ----- def ----- Resists +3% darkness ---------- misc Light +1 Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of elm arrows of paradox (17/18, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Rld cld 4 Ranged+ +8 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
pouch of iron shots 'Cuthetar' (20/20, 16-20 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Ranged+ +16 acid +7 nature On Hit: * 10% chance to reduce armor by 19% * 20 arcane resource burn * 20% chance to slow global speed by 42% Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of erosion (21/21, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
swashbuckler's steel shield of winter (0 def, 4 armour, 13-16 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +10 cold While equipped: Stats +3 Str +2 Dex +1 Wil dps ---------- Acc +4 (+2 eff.) On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rottorrent the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +22% acid +6% light +5% arcane +6% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flamereaper (10 def, 8 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +6% temporal Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +7% Resists +12% temporal A suit of armour made of leather. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
impenetrable steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% A suit of armour made of metal plates. |
Emelytha the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Resists +5% lightning +6% temporal Crit.chn- 5.00% Teleport- +20% A belt that goes around your waist. |
Duathelsweep the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +10% darkness Apr +4 ----- def ----- Armour +1 Resists +9% cold +5% arcane +3% darkness A pair of boots made of leather. |
Isloth the Oakbone (0 def, 13 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con ----- def ----- Armour +13 Fatigue +2% Resists +6% lightning +6% temporal +3% nature +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 temporal Ranged+ 10 temporal Dmg.mod +4% arcane +4% temporal ----- def ----- Armour +2 Resists +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 7 nature Dmg.mod +5% nature Acc +4 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight +7% nature Spell.save +8 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gloom the Skeleton Archer level 15
53rd Dusk 122nd year of Ascendancy at 18:46 see stats
Exterminator
Killed 1000 creatures.By Gloom the Skeleton Archer level 17
14th Haze 122nd year of Ascendancy at 19:04 see stats
Level 10
Got a character to level 10.By Gloom the Skeleton Archer level 10
1st Flare 122nd year of Ascendancy at 11:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gloom the Skeleton Archer level 14
9th Dusk 122nd year of Ascendancy at 23:46 see stats
Log
Gloom reacts to damage from Rat Lich, mitigating the blow!.
Rat Lich strikes Gloom in the darkness (+27% damage).
Rat Lich hits Gloom for (23 reacted , -4 stam), 104 darkness (104 total damage).
Vampire rat misses Gloom.
Gloom repels an attack from Ghoulish rat.
Gloom's Intuitive Shots hits Vampire rat for 4 darkness damage.
Gloom's Intuitive Shots hits Ghoulish rat for 50 physical, 0 arcane, 4 darkness (54 total damage).
Gloom's Intuitive Shots hits Skeletal rat for 3 darkness damage.
Gloom's Intuitive Shots hits Ghoulish rat for 4 darkness damage.
Gloom's Intuitive Shots hits Vampire rat for 4 darkness damage.
Player used:T_SHOOT
Gloom shoots!
Skeletal rat misses Gloom.
Vampire rat casts Black Ice.
Gloom shrugs off the effect 'Black Ice'!
Melee retaliation hits Spectral rat for 8 fire, 4 mind, 2 lightning (13 total damage).
Vampire rat hits Gloom for 28 cold damage.
Spectral rat hits Gloom for 34 physical damage.
Rat Lich's creeping dark hits Gloom for 14 darkness damage.
Gloom's Shoot hits Skeletal rat for 4 darkness damage.
Gloom's Shoot hits Vampire rat for 4 darkness damage.
Gloom's Shoot hits Ghoulish rat for 4 darkness damage.
Gloom's Shoot hits Skeletal rat for 3 darkness damage.
Gloom's Shoot hits Rat Lich for 107 physical, 17 arcane, 4 darkness (127 total damage).
The dark tendrils dissipate.
Vampire rat hits Gloom for 39 physical damage.
Something hits Gloom for 38 cold damage.
Melee retaliation hits Vampire rat for 12 fire, 5 mind, 2 lightning (19 total damage).
Gloom the level 17 skeleton archer was raked to death by a vampire rat on level 1 of Forsaken Crypt.




























































































