Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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. Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Merchants 1.7.6T.O.M.E version 1.7.6 UPDATED!! FULL RELEASE! (No Longer Experimental!) Randomly spawns a Merchant shop who will sell Talents, Class, Stat, Category & Prodigy points! Purchase Extra Lives, Health & Mana! Imbue Unique items! Build your Ultimate Character.
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes 2 custom shops that sell gems and rare jewelry as well as a unique item shop that sells orange artifacts. He can also Reforge a regular item into an Orange Artifact and Reroll Rare/Randart Item Egos. ***DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
My other addons! Spell Merchants Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 15 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 15 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Beholder |
| Class | Mage Eye |
| Level / Exp | 10 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by white crystal at level 3 on the 78th Pyre 122nd year of Ascendancy at 18:21 0 / 5Killed by bloated horror at level 6 on the 4th Mirth 122nd year of Ascendancy at 01:19 Killed by Rhaloren Inquisitor at level 7 on the 5th Mirth 122nd year of Ascendancy at 11:52 Killed by Beludatta the copperhead snake at level 8 on the 1st Flare 122nd year of Ascendancy at 02:54 Killed by Glorosenor the wolf at level 10 on the 2nd Dusk 122nd year of Ascendancy at 14:30 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 44 (base 33) |
| Willpower | 30 (base 17) |
| Cunning | 12 (base 10) |
Resources
| Life | -3/238 |
| Mana | 181/281 |
| Stamina | 177/177 |
| Psi | 120/120 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Nature | +12% |
| Lightning | +12% |
| Fire | +14% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 19 (60%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 5 |
| Physical Save | 7 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 5%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Lightning | + 36%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Bleed Resistance | 10% |
| Confusion Resistance | 44% |
| Instadeath Resistance | 100% |
| Poison Resistance | 71% |
| Blind Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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 Magic stat. |
Class Talents
| Spell / Fire-eye | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Central-eye | 0.70 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Frost-eye | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Lightning-eye | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Tentacle-combat | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Beholder | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 |
Your colony has sent you on a mission to investigate a recently detected burst of magical energy in this area of space. Crash LandingYou unfortunately have crash landed on this planet and need to regain your powers by draining magical items. Current growth points: 12.00. Needed for next level: 20. Current form bonuses: +3 life rating(retroactive), +30% armor hardiness, +9 armor, +60% blindness resistance, +150 max air, +30% movement speed. +1 class points. Tribeam tree available. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Infested Ruins. Escort: lone alchemist (level 1 of Infested Ruins)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Tool | [vs. Imp Claw (Tool)]Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 (-) See.Stealth +10 (-) Flame: Level 2.0 Pwr.cost 9 out of 2/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 127.35 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | [vs. Ring of Command (ametrine) (On fingers, 1 of 5)] Ring of Command (ametrine)Ring of Command (ametrine) 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +1(-) Wil +1(-) Mag dps ---------- Phys.crit +1.0% (-) Spell.crit +1% (-) Mind.crit +1% (-) Dmg.mod +2%(-) all ----- def ----- Armour +3 (-) Socket Gem. Uses 25 power out of 25/25 Using the remains of your escape pod, you fashioned this simple band. A gem could be placed within to enhance its properties. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Command (ametrine) (On fingers, 1 of 5)]warrior's copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str +0(-1) Mag +0(-1) Wil dps ---------- Phys.crit +0.0% (-1.0%) Spell.crit +0% (-1%) Mind.crit +0% (-1%) Dmg.mod +10% lightning +0%(-2%) all ----- def ----- Armour +4 (+1) Resists +20% lightning Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Command (ametrine) (On fingers, 1 of 5)]treant's copper ring of clarity 0.1 T1 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +0(-1) Wil +0(-1) Mag dps ---------- Phys.crit +0.0% (-1.0%) Spell.crit +0% (-1%) Mind.crit +0% (-1%) Dmg.mod +0%(-2%) all ----- def ----- Armour +0 (-3) Resists +5% nature +5% blight Mind.save +5 (+3 eff.) Poison- +11% Disease- +11% Confus- +20% Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Command (ametrine) (On fingers, 1 of 5)]Iceshaper the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1(-) Mag +2(+1) Wil +1 Con dps ---------- Phys.crit +0.0% (-1.0%) Spell.crit +0% (-1%) Mind.crit +0% (-1%) Dmg.mod +0%(-2%) all ----- def ----- Armour +0 (-3) Resists +9% cold Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Command (ametrine) (On fingers, 1 of 5)]Armetir the Flaremark 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +0(-1) Mag +3(+2) Wil dps ---------- Phys.crit +0.0% (-1.0%) Spell.crit +0% (-1%) Mind.crit +0% (-1%) Dmg.mod +0%(-2%) all +6% fire ----- def ----- Armour +0 (-3) Defense +10 (+6 eff.) Mind.save +6 (+3 eff.) Poison- +10% Cut- +10% Rings make your fingers look great! Tap to cycle through comparison choices |
| In main hand | [vs. Serpent's Glare (91% power, 15 apr, nature damage) (In main hand)]Serpent's Glare (91% power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon Reqs Wil 12 [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 (-) Crit +7.0% (-) Atk.spd 100% (-) Dmg.conv 30%(-) poison While equipped: dps ---------- Mind.crit +2% (-) Mind.pwr +4 (+2 eff.) (-) Dmg.mod +10%(-) nature ----- def ----- Resists +10%(-) nature Poison- +50% (-) Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 135.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). Taintmarks boost the damage done. A thick venom drips from this mindstar. |
| Light source | [vs. brass lantern 'Charobeisance' (Light source)]brass lantern 'Charobeisance' 2.0 T1 lite [Rare] Master While equipped: Stats +3(-) Dex dps ---------- Phys.crit +1.0% (-) Crit.mult +5.00% (-) Dmg.mod +6%(-) fire ---------- misc Light +6 (-) 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 | [vs. iron helm 'Murkparry' (0 def, 3 armour) (On head)]iron helm 'Murkparry' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18%(-) darkness ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +6%(-) lightning +6%(-) temporal +3%(-) darkness +5%(-) arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Inventory
[vs. Serpent's Glare (91% power, 15 apr, nature damage) (In main hand)]elm bonestaff of might (100% power, 2 apr, blight element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 100% (+8%) Range: 1.2x (+0.1x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 (-13) Crit +2.5% (-4.5%) Atk.spd 100% (-) Dmg.conv 0%(-30%) poison While equipped: dps ---------- Spell.crit +6% Mind.crit +0% (-2%) Spell.pwr +3 (+1 eff.) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +10% blight +0%(-10%) nature ----- def ----- Resists +0%(-10%) nature Poison- +0% (-50%) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Serpent's Glare (91% power, 15 apr, nature damage) (In main hand)]flaming iron greatmaul of massacre (131% power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 131% (+40%) Range: 1.5x (+0.4x) Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 (-14) Crit +0.5% (-6.5%) Atk.spd 100% (-) Dmg.conv 0%(-30%) poison On Hit.r1 +9 fire While equipped: dps ---------- Mind.crit +0% (-2%) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +0%(-10%) nature ----- def ----- Resists +0%(-10%) nature Poison- +0% (-50%) Massive two-handed mauls. |
[vs. Serpent's Glare (91% power, 15 apr, nature damage) (In main hand)]Dagedin the Frozenstriker (101% power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Disrupt Power 101% (+9%) Range: 1.3x (+0.2x) Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 (-10) Crit +4.0% (-3.0%) Atk.spd 100% (-) Melee+ +8 cold Dmg.conv 0%(-30%) poison Against +6% Unnatural On Hit.r1 +4 nature +12 cold On Crit.r2 +4 cold While equipped: Stats +2 Wil dps ---------- Mind.crit +0% (-2%) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +0%(-10%) nature ----- def ----- Resists +0%(-10%) nature Poison- +0% (-50%) Sharp, short and deadly. |
[vs. Serpent's Glare (91% power, 15 apr, nature damage) (In main hand)]Bregaromilin 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-15) Crit +0.0% (-7.0%) Atk.spd 100% (-) Range +6 Dmg.conv 0%(-30%) poison While equipped: Stats +3 Str +3 Cun +1 Wil dps ---------- Mind.crit +0% (-2%) Phys.pwr +9 (+9 eff.) Mind.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +0%(-10%) nature ----- def ----- Resists +3% lightning +0%(-10%) nature Poison- +0% (-50%) ---------- misc Max.hate +6.00 Longbows are used to shoot arrows at your foes. |
iron shield 'Floethorn' (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training Str 11 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Res.pen +5% cold Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Spell.save +9 (+5 eff.) ---------- misc Max.hate +2.00 Talents +1 Block Handheld deflection devices. |
Bethatira the iron plate armour (0 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical Acc +5 (+5 eff.) ----- def ----- Armour +9 Fatigue +22% Resists +5% mind Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour 'Dimspiker' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +7 Fatigue +22% Resists +3% blight +15% fire Phys.save +9 (+9 eff.) A suit of armour made of metal plates. |
rough leather gloves 'Emelylrana' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +1 Resists +3% darkness +2% physical Crit.chn- 5.00% Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +24% 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. |
[vs. iron helm 'Murkparry' (0 def, 3 armour) (On head)]spellwoven linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +0%(-18%) darkness ----- def ----- Armour +0 (-3) Defense +1 (+1 eff.) Fatigue +0% (-5%) Resists +0%(-6%) lightning +0%(-6%) temporal +0%(-3%) darkness +0%(-5%) arcane ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
3 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
2 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. |
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. |
4 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. |
[vs. brass lantern 'Charobeisance' (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: Stats +0(-3) Dex dps ---------- Phys.crit +0.0% (-1.0%) Crit.mult +0.00% (-5.00%) Dmg.mod +0%(-6%) fire ---------- misc Light +3 (-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 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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Anarra the Beholder Mage Eye level 10
3rd Flare 122nd year of Ascendancy at 14:53 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Anarra the Beholder Mage Eye level 1
74th Pyre 122nd year of Ascendancy at 12:39 see stats
Log
Anarra avoids 10 damage!
Anarra is dazed!
Glorosenor the wolf hits Anarra for 10 physical, 6 physical (16 total damage).
Anarra is not dazed anymore.
Anarra activates Direct Gaze.
Glorosenor the wolf's Beyond the Flesh hits Anarra for 20 physical, 6 physical (26 total damage).
Glorosenor the wolf is on fire!
Anarra hits Glorosenor the wolf for 19 physical damage.
Anarra's Flame hits Glorosenor the wolf for 56 fire damage.
Glorosenor the wolf uses Telekinetic Smash.
Anarra has temporarily forgotten Absorb Magic for 3 turns!
Anarra is stunned!
Glorosenor the wolf hits Anarra for 21 physical, 6 physical, 25 physical, 6 physical (57 total damage).
Burning from Anarra hits Glorosenor the wolf for 8 fire damage.
Glorosenor the wolf's Beyond the Flesh hits Anarra for 18 physical, 6 physical (23 total damage).
Anarra deactivates Extraplanar Origin.
Anarra misses Glorosenor the wolf.
Glorosenor the wolf uses Kinetic Strike.
Anarra is pinned to the ground.
Glorosenor the wolf hits Anarra for 32 physical, 6 physical (38 total damage).
Glorosenor the wolf uses Thermal Strike.
Glorosenor the wolf's mind surges with critical power!
Glorosenor the wolf performs a melee critical strike against Anarra!
Anarra is encased in ice!
Glorosenor the wolf hits Anarra for 30 cold, 6 physical, 31 cold (67 total damage).
Burning from Anarra hits Iceblock for 10 fire damage.
Glorosenor the wolf's Beyond the Flesh hits Anarra for (10 to ice), 15 physical (15 total damage).
Anarra the level 10 beholder mage eye was mutilated to death by Glorosenor the wolf on level 3 of Wolfmire.





































