










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! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 18 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinarassra the swarming horror at level 12 on the 10th Mirth 122nd year of Ascendancy at 10:26 0 / 6Killed by naga myrmidon at level 13 on the 1st Summertide 122nd year of Ascendancy at 00:03 Killed by Weirdling Beast at level 13 on the 2nd Summertide 122nd year of Ascendancy at 02:34 Killed by elven blood mage at level 16 on the 20th Dusk 122nd year of Ascendancy at 12:58 Killed by Celia at level 18 on the 71st Dusk 122nd year of Ascendancy at 20:38 Killed by Celia at level 18 on the 71st Dusk 122nd year of Ascendancy at 21:27 |
Primary Stats
| Strength | 54 (base 38) |
| Dexterity | 38 (base 29) |
| Constitution | 28 (base 20) |
| Magic | 11 (base 10) |
| Willpower | 17 (base 16) |
| Cunning | 14 (base 10) |
Resources
| Life | -103/513 |
| Stamina | 152/198 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 4.0482971718761 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 43 |
| Crit Chance | 3% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +10% |
| Darkness | +12% |
| Physical | +12% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Mind | +20% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 35.511077022655 (89.749889547741%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 16 |
| Physical Save | 34 |
| Spell Save | 26 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 22% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | 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 physical save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved spell save by +12. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Taintstinger' (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Crit.mult +10.00% Res.pen +20% mind ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Resists +3% nature ---------- misc Hate/m.crit +2.00 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.33 to 85.00 lightning damage (56.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings make your fingers look great! |
| On fingers | stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+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 3 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 108% 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! |
| Around waist | Malurath the Fogtide1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce armor by 19% * 10% chance to reduce damage dealt by 13% ----- def ----- Defense +9 (+3 eff.) Resists +9% acid Stealth +6 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Ravenmark' (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +16 darkness On Hit: * 10% chance to reduce damage dealt by 13% While equipped: Stats +9 Str dps ---------- Dmg.mod +12% darkness +12% physical Acc +10 (+3 eff.) ----- def ----- Resists +6% cold +6% fire Massive two-handed mauls. |
| On hands | storm iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning 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. |
| Main armor | impenetrable steel plate armour of the dragon (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +7% acid +7% physical +6% fire +9% lightning +5% cold Disarm- +20% Stun/Frz- +22% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Lightningbait (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% cold Res.pen +15% darkness +20% lightning ----- def ----- Defense +9 (+3 eff.) Resists +6% darkness +3% cold Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Bethinor'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Apr +2 ----- def ----- Defense +10 (+4 eff.) Fatigue -6% Die.at -80.00 life HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +30.00 Amulets make your neck look great! |
Inventory
Eclipse (18-22 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+8 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 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 +6% Spell.pwr +6 (+5 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+7 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 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 +5% Spell.pwr +6 (+5 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of power (18-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 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 +14 (+9 eff.) Dmg.mod +18% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful iron greatsword of erosion (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Psionic Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature +7 darkness Against +10% Living Massive two-handed swords. |
balanced steel greatsword of rage (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +17 (+6 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +32% Massive two-handed swords. |
elemental steel greatsword of massacre (31-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane/Master Power 31.0 - 49.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 19 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +14% acid Massive two-handed swords. |
arcing steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage One-handed war axes. |
steel waraxe of crippling (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
blooming vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature 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.) ----- def ----- Heal.mod +12% Heal/summ +14 ---------- 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. |
vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 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.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- 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 ash longbow of fire4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 fire While equipped: Stats +6 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
mighty ash longbow of fire4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
arcing quiver of yew arrows (20/20, 31-43 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of accuracy (22/23, 58-81 power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego] Master Power 58.0 - 81.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +18 Crit +3.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
flaming pouch of dwarven-steel shots of wind (15/19, 30-36 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Nature Power 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Proj.spd +200% On Hit.r1 +7 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage Shots are used with slings to pummel your foes to death. |
flaming steel shield of lightning resistance (+17%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +9% all +19% fire ---------- misc Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of nature (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +18% nature +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +15% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mountain (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Resists +11% all +15% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Daimerig' (6 def, 9 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 7 fire Ranged+ 6 fire Acc +10 (+3 eff.) ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +10% physical +15% fire Max.HP +28.00 HP.reg +2.00 Heal.mod +12% ---------- misc See.Invis +6 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +6.50 Heal.mod +10% A suit of armour made of leather. |
troll-hide cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% fire Max.HP +38.00 HP.reg +4.10 Heal.mod +12% A suit of armour made of leather. |
rejuvenating hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +26.00 HP.reg +4.30 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rejuvenating steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +7 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable dwarven-steel plate armour of stability (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +5% physical Phys.save +10 (+5 eff.) A suit of armour made of metal plates. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
152 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 339 Base Damage: 161 Armor: 6 All Resist: 6 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By dreadnought the Higher Berserker level 18
60th Dusk 122nd year of Ascendancy at 04:32 see stats
Exterminator
Killed 1000 creatures.By dreadnought the Higher Berserker level 18
37th Dusk 122nd year of Ascendancy at 00:15 see stats
Level 10
Got a character to level 10.By dreadnought the Higher Berserker level 10
5th Mirth 122nd year of Ascendancy at 12:06 see stats
Size matters
Did over 600 damage in one attack.By dreadnought the Higher Berserker level 18
37th Dusk 122nd year of Ascendancy at 03:38 see stats
The Arena
Unlocked Arena mode.By dreadnought the Higher Berserker level 9
3rd Mirth 122nd year of Ascendancy at 11:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By dreadnought the Higher Berserker level 17
36th Dusk 122nd year of Ascendancy at 19:35 see stats
Log
Berserker Rage's rage subsides!
Bane of Blindness from Celia hits dreadnought for 100 cold damage.
Dreadnought is recovering from the damage!
dreadnought hits Something for 17 lightning damage.
Something hits dreadnought for 304 cold damage.
Dreadnought uses Infusion: Healing.
dreadnought receives 166 healing from Infusion: Healing.
Dreadnought wears (replacing Prox's Lucky Halfling Foot): elm totem of healing [power 116] (15 cooldown).
Dreadnought recovers sight.
Dreadnought has recovered!
Bane of Blindness from Celia hits dreadnought for 100 cold damage.
Dreadnought wanders around!
dreadnought hits Something for 17 lightning damage.
Berserker Rage's rage awakens!
Dreadnought is confused and fails to use Attack.
Dreadnought's aura of power vanishes.
Bane of Confusion from Celia hits dreadnought for 82 darkness damage.
Celia hits dreadnought for 57 cold damage.
Dreadnought is confused and fails to use Stunning Blow.
Dreadnought stops regenerating health quickly.
Bane of Confusion from Celia hits dreadnought for 90 darkness damage.
Celia hits dreadnought for 57 cold damage.
Celia casts Invoke Darkness.
Celia hits dreadnought for 275 darkness damage.
dreadnought the level 18 higher berserker was darkened to death by Celia on level 2 of Last Hope Graveyard.
dreadnought's rage subsides!





























































































