










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Cleaner Item Descriptions Revised (Wide) 1.7.0gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that Original description: This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version: Known bugs: Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature Items Vault 1.7.6Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. 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:
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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Sun Paladin |
| Level / Exp | 21 / 91% |
| Size | big |
| Lifes / Deaths | Killed by orc fighter at level 1 on the 4th Flare 122nd year of Ascendancy at 10:27 0 / 6Killed by Lady Zoisla the Tidebringer at level 4 on the 73rd Dusk 122nd year of Ascendancy at 12:04 Killed by skeleton magus at level 13 on the 13rd Haze 122nd year of Ascendancy at 12:59 Killed by Glokira the thief at level 18 on the 76th Haze 122nd year of Ascendancy at 06:10 Killed by Xivea the sandworm at level 19 on the 80th Haze 122nd year of Ascendancy at 22:51 Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 15th Regrowth 123rd year of Ascendancy at 11:03 |
Primary Stats
| Strength | 36 (base 16) |
| Dexterity | 13 (base 10) |
| Constitution | 44 (base 39) |
| Magic | 62 (base 50) |
| Willpower | 21 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -740/679 |
| Positive | 45/110 |
| Stamina | 201/204 |
| Healing Factor | 1.3455007465519 |
| Regeneration | 0.33637518663798 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 20 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Light | +37% |
| Lightning | +11% |
| Cold | +10% |
| Physical | +5% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Acid | +24% |
| Fire | +20% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 28.413408721348 (65.897138898113%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 22 |
| Physical Save | 23 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 23%( 70%) |
| Cold | + 54%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 15%( 70%) |
| Lightning | + 40%( 70%) |
Defense: Immunities
| Silence Resistance | 29% |
| Confusion Resistance | 53% |
| Instadeath Resistance | 100% |
| Stun Resistance | 31% |
| Poison Resistance | 20% |
| Blind Resistance | 97% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 411 life over 5 turns. Its effects scale with your Magic 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -395 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 791 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | 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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed hummerhorn wing. * You've found the needed bear paw. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Giwe the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats Str +5, Con +4 offense ------ Damage +5% physical defense ------ Armor +4 Fatigue +3% Resistance +3% acid, +3% cold Poison Resist +20% Silence Resist +29% Confus Resist +23% Stun Resist +31% other ------- Stamina/turn +0.70 Max stamina +16.00 Size +1 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Wil +3, Mag +4 offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | innervating elm wand of shielding [power 110] (19/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +11% acid, +10% cold +11% lightning Ignore resists +15% acid When Hit 2 acid, 2 darkness defense ------ Resistance +22% acid, +20% cold +22% lightning Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Poremira the Glarekin1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +20% fire When Hit 4 light, 4 cold defense ------ Resistance +8% lightning, +8% temporal +18% cold other ------- Light +2 A belt that goes around your waist. |
| In main hand | elemental dwarven-steel greatmaul of projection (42-62 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Arcane/Psionic Weapon Damage 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 69 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +9% acid Massive two-handed mauls. |
| On hands | Belobremith (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Cun +2, Wil +2 offense ------ Mind Crit +4% On-Hit 8 acid Damage +6% acid Ignore resists +10% mind defense ------ Armor +2 Fatigue +3% Resistance +5% acid Life +40.00 other ------- Hate-on-crit +4.00 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 | enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats Cun +4, Wil +5 defense ------ Armor +10 Defense +3 (+3 eff.) Fatigue +12% Resistance +7% acid, +5% cold Mind save +12 (+6 eff.) other ------- Breathe water A suit of armour made of mail. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +3 defense ------ Resistance +12% light, +10% darkness Blind Resist +24% Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 204; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 379; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; magical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 281; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 155 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (140). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats Mag +3 defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.11 cold and 10.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats Cun +1, Dex +2 offense ------ On-Hit 5 physical On-Ranged-Hit 5 physical Accuracy +4 (+2 eff.) On-Hit (Melee): * 11% chance to reduce all saves and defense by 14 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 14 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
mule's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Stun Resist +22% other ------- Encumbrance +20 Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +2 defense ------ Spell save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
potent yew starstaff of power (24-29 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +24 (+8 eff.) Damage +24% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+4 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.01 cold damage and 11.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
rough leather belt 'Chargenight'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Dex +1, Mag +2, Con +2 defense ------ Resistance +3% lightning, +5% arcane +5% light, +6% darkness other ------- Light +1 A belt that goes around your waist. |
Freezefoe (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Damage +6% fire defense ------ Defense +1 (+1 eff.) Resistance +18% cold, +3% fire other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galewoe (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Mag +1, Cun +1 offense ------ Damage +6% mind Ignore resists +10% lightning Accuracy +4 (+2 eff.) Ignore Armor +3 defense ------ Defense +1 (+1 eff.) Resistance +6% lightning other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazepulverizer the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% light Ignore resists +5% light defense ------ Armor +1 Fatigue -5% Resistance +12% acid, +3% light Physical save +6 (+3 eff.) other ------- Encumbrance +21 Infravision +3 A pair of boots made of leather. |
Zeroldil the Frozenrune (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats Cun +5 offense ------ Damage +9% darkness, +6% cold defense ------ Armor +4 Fatigue +3% Resistance +9% lightning, +8% temporal +6% cold Mind save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats Cun +2, Wil +2 offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Willowwilter the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Disrupt While equipped: offense ------ Physical Power +9 (+3 eff.) Damage +15% acid, +15% nature Ignore resists +5% nature Accuracy +6 (+3 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +13 (+7 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. |
alchemist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ On-Hit 4 acid, 4 fire, 4 cold 4 lightning defense ------ Armor +1 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. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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. |
Blizzardspire the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +3, Con +3 offense ------ Ignore resists +5% cold When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 39% * 10% chance to reduce all saves and defense by 14 defense ------ Armor +3 Fatigue +3% Resistance +3% nature, +15% cold Physical save +9 (+5 eff.) Mind save +8 (+4 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Str +3 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning, +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour 'Torchraven' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +9% fire Ignore resists +10% mind, +5% fire When Hit 2 fire On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% lightning, +6% nature A suit of armour made of mail. |
Mayolrata the Sleetborn (9 def, 15 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats Mag +3 offense ------ Spell Crit +3% On-Hit 5 fire On-Ranged-Hit 8 fire Damage +6% cold defense ------ Armor +15 Defense +9 (+9 eff.) Fatigue +8% Resistance +14% fire, +15% physical Spell save +12 (+6 eff.) other ------- Mana/turn +0.04 Max mana +60.00 A suit of armour made of leather. |
steel plate armour 'Skyshine' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: Stats Wil +2 offense ------ Damage +15% mind Ignore resists +15% lightning defense ------ Armor +9 Fatigue +22% Resistance +12% lightning, +19% cold other ------- EQ when Hit +0.08 Psi when Hit +0.08 A suit of armour made of metal plates. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
137 alchemist agate0.0 Encumbrance 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. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beindur (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature, +3% mind defense ------ Resistance +5% arcane, +6% darkness +10% nature, +9% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hinik the Wintersaw (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Dex +3 offense ------ Physical Power +5 (+1 eff.) Move Speed +10% Damage +9% nature Ignore resists +15% cold When Hit 10 cold defense ------ Resistance +21% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zubywyn (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats Str +2, Mag +1 offense ------ Physical Crit +4.0% Spell Crit +5% Ignore Armor +2 defense ------ Unlife -20.00 life other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isithra the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Wil +1 offense ------ Spell Crit +3% Spellpower/crit +4 defense ------ Life +43.00 other ------- Vim-on-crit +2.00 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 91.59 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 91.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Wretchwrither2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Con +2 offense ------ Damage +6% nature Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% blight Life Regen +1.00 other ------- 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Wil +5 offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 38 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
powerful elm totem of healing [power 110] (19/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding [power 110] (19/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Piqui the Thalore Sun Paladin level 14
39th Haze 122nd year of Ascendancy at 01:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Piqui the Thalore Sun Paladin level 20
5th Decay 122nd year of Ascendancy at 14:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Piqui the Thalore Sun Paladin level 10
1st Time of Equilibrium 122nd year of Ascendancy at 03:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Piqui the Thalore Sun Paladin level 20
1st Decay 122nd year of Ascendancy at 09:31 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Piqui the Thalore Sun Paladin level 4
73rd Dusk 122nd year of Ascendancy at 11:29 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Piqui the Thalore Sun Paladin level 19
80th Haze 122nd year of Ascendancy at 22:47 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Piqui the Thalore Sun Paladin level 8
76th Dusk 122nd year of Ascendancy at 09:51 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Piqui the Thalore Sun Paladin level 19
80th Haze 122nd year of Ascendancy at 13:30 see stats
Log
The Fragmented Essence of Harkor'Zun hits Piqui for 93 physical, 41 physical (135 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 17 light, 2 darkness, 2 acid, 4 cold, 17 light, 2 darkness (49 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 17 light, 2 darkness, 2 acid, 4 cold, 17 light, 2 darkness (49 total damage).
Searing Sight hits The Fragmented Essence of Harkor'Zun for 9 light damage.
Searing Sight hits The Fragmented Essence of Harkor'Zun for 9 light damage.
Searing Sight hits Snow giant thunderer for 11 light damage.
Searing Sight hits The Fragmented Essence of Harkor'Zun for 9 light damage.
The Fragmented Essence of Harkor'Zun hits Piqui for 76 physical, 38 physical (114 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 17 light, 2 darkness, 2 acid, 4 cold, 17 light, 2 darkness (49 total damage).
Piqui activates Chant of Fortitude.
Piqui deactivates Chant of Resistance.
Piqui activates his innervating elm wand of shielding!
A shield forms around Piqui.
Talent Path of the Sun is ready to use.
Searing Sight hits The Fragmented Essence of Harkor'Zun for 11 light damage.
Searing Sight hits The Fragmented Essence of Harkor'Zun for 11 light damage.
Searing Sight hits Snow giant thunderer for 13 light damage.
Searing Sight hits The Fragmented Essence of Harkor'Zun for 11 light damage.
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Piqui!
Your shield crumbles under the damage!
The shield around Piqui crumbles.
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Piqui!
The Fragmented Essence of Harkor'Zun hits Piqui for (110 absorbed), 30 physical, 42 physical (72 total damage).
The Fragmented Essence of Harkor'Zun hits Piqui for 136 physical, 40 physical (176 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 22 light, 2 darkness, 2 acid, 4 cold, 22 light, 2 darkness (60 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 22 light, 2 darkness, 2 acid, 4 cold, 22 light, 2 darkness (60 total damage).
The Fragmented Essence of Harkor'Zun hits Piqui for 89 physical damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 2 acid, 4 cold, 22 light, 2 darkness, 2 acid, 4 cold, 22 light, 2 darkness (60 total damage).
Piqui the level 21 thalore sun paladin was hacked apart to death by The Fragmented Essence of Harkor'Zun on level 3 of Daikara.





























































































