









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 19 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by arcane crystal at level 6 on the 9th Mirth 122nd year of Ascendancy at 01:41 0 / 6Killed by Layurialdalaith the blade horror at level 19 on the 51st Dusk 122nd year of Ascendancy at 01:29 Killed by worm that walks at level 19 on the 52nd Dusk 122nd year of Ascendancy at 02:52 Killed by worm that walks at level 19 on the 52nd Dusk 122nd year of Ascendancy at 04:02 Killed by worm that walks at level 19 on the 52nd Dusk 122nd year of Ascendancy at 06:34 Killed by worm that walks at level 19 on the 52nd Dusk 122nd year of Ascendancy at 07:44 |
Primary Stats
| Strength | 47 (base 15) |
| Dexterity | 59 (base 47) |
| Constitution | 41 (base 10) |
| Magic | 33 (base 32) |
| Willpower | 13 (base 10) |
| Cunning | 17 (base 12) |
Resources
| Life | -79/617 |
| Stamina | 64/174 |
| Healing Factor | 1.2281403954777 |
| Regeneration | 2.7633158898249 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 60 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Fire | +6% |
| Physical | +15% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 27 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 41% |
| Poison Resistance | 80% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| 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 250 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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. | done |
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 grave | active |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Saluriavea the venom drake. Escort: temporal explorer (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Wrathroot. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Pewk Pewk. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 green worm. * You've found the needed pouch of bone giant dust. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Blizzardjustice (5 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +2% Resists +6% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows (9/18, 20-29 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
| Light source | tormenting brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Cun ----- def ----- Affinity +4% lightning +4% darkness Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | elm totem of healing [power 110] (21/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
| On fingers | copper ring 'Brandsweep'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Melee Ret 6 light 7 fire ----- def ----- Resists +6% darkness +3% temporal Spell.save +3 (+2 eff.) Die.at -40.00 life Disarm- +10% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Shadowquick the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +4 Dex +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% darkness +6% fire Res.pen +25% darkness Acc +19 (+5 eff.) Melee Ret 6 fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Phys.save +16 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +31% Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +16.0% Atk.spd 83% Melee+ +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | restful steel amulet of the heavens0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 667%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 667% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, cold, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 blight, 4 cold, 3 mind, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mayywen the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +3% fire Disease- +20% Amulets make your neck look great! |
flowstone copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical +5% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 Amulets make your neck look great! |
savior's steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
stabilizing copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +21% Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
mule's steel ring of the sanguine0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Resists +5% bleed HP.reg +2.00 Cut- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +4 Resists +20% cold Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
mighty elm longbow of true flight4.0 T1 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Acc +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Magmakiller (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Res.pen +25% fire ----- def ----- Resists +6% lightning Max.HP +100.00 Teleport- +20% ---------- misc Light +1 Blunt and deadly. |
antique reinforced leather sling of piercing4.0 T4 sling 1H weapon [Ego+] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 temporal While equipped: dps ---------- Res.pen +6% all Acc +11 (+3 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
Hazesmasher the steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 arcane On Hit.r1 +8 cold +8 fire While equipped: dps ---------- Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +5% arcane +6% acid One-handed war axes. |
acidic steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 One-handed war axes. |
dwarven-steel waraxe of massacre (25-35 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
truestriking stralite waraxe (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+2 eff.) Apr +9 One-handed war axes. |
truestriking stralite waraxe of enduring (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con +6 Wil dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +5 ----- def ----- Max.HP +50.00 One-handed war axes. |
Rainwilter the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) Heal.mod +10% Knockbk- +20% A belt that goes around your waist. |
rough leather belt of the wilder1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Sparksweep the cashmere cloak (12 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% lightning Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Defense +12 (+6 eff.) Resists +6% blight +5% arcane +3% darkness Proj.slow +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairudurath the Pusfoe (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 Max.stam +30.00 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +7% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat of fire (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +16% fire +6% temporal A pointy cloth hat, very wizardly... |
iron helm 'Flamerace' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +1% physical +15% fire Max.HP +20.00 Heal.mod +5% Disease- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Voriwen' (1 def, 8 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +3% mind Die.at -20.00 life ---------- misc Psi/turn +0.12 Max.stam +10.00 A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% physical +7% cold +8% lightning +8% fire Disarm- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable steel plate armour (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
quiver of elm arrows (16/16, 14-20 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of elm arrows of wind (14/14, 14-20 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Psionic Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Rld cld 6 Proj.spd +200% Ranged+ +9 mind On Hit: * 17% chance to reduce all saves and defense by 14 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Arrows are used with bows to pierce your foes to death. |
5 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. |
45 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. |
3 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. |
5 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
eternal brass lantern2.0 T1 lite [Ego] Arcane While equipped: Stats +3 Con ----- def ----- Affinity +4% fire +3% temporal ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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. |
elm totem of summon tentacle [power 95] (21/25 cooldown)2.0 T1 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: 190 Base Damage: 96 Armor: 5 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
5 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. |
7 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. |
8 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Pewk Pewk the Ghoul Archer level 14
23rd Dusk 122nd year of Ascendancy at 01:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Pewk Pewk the Ghoul Archer level 19
49th Dusk 122nd year of Ascendancy at 17:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Pewk Pewk the Ghoul Archer level 10
3rd Flare 122nd year of Ascendancy at 00:39 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Pewk Pewk the Ghoul Archer level 19
52nd Dusk 122nd year of Ascendancy at 02:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Pewk Pewk the Ghoul Archer level 10
3rd Flare 122nd year of Ascendancy at 16:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Pewk Pewk the Ghoul Archer level 10
6th Flare 122nd year of Ascendancy at 06:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Pewk Pewk the Ghoul Archer level 17
47th Dusk 122nd year of Ascendancy at 12:02 see stats
Log
Carrion worm mass's wormblight area effect hits Pewk Pewk for 5 blight damage.
Pewk Pewk's Shoot performs a ranged critical strike against Worm that walks!
A carrion worm mass has spawned from worm that walks' wounds!
Pewk Pewk's Shoot hits Worm that walks for 116 physical damage.
Worm that walks stops regenerating health quickly.
Pewk Pewk uses Headshot.
Talent Called Shots is ready to use.
A carrion worm mass has spawned from worm that walks' wounds!
Epidemic from Worm that walks hits Pewk Pewk for 51 blight damage.
Worm Rot from Worm that walks hits Pewk Pewk for 38 blight, 32 acid (70 total damage).
Pewk Pewk's Headshot hits Worm that walks for 111 physical damage.
Worm that walks casts Drain.
Pewk Pewk reacts to damage from Worm that walks, mitigating the blow!.
The diseases of worm that walks spread!
Worm that walks hits Pewk Pewk for (32 reacted , -4 stam), 114 blight (114 total damage).
Worm that walks is no longer pinned.
Worm that walks is not crippled anymore.
Talent Steady Shot is ready to use.
Epidemic from Worm that walks hits Pewk Pewk for 50 blight damage.
Worm Rot from Worm that walks hits Pewk Pewk for 37 blight, 31 acid (68 total damage).
Pewk Pewk casts Rune: Blink.
Pewk Pewk is out of phase.
Pewk Pewk is free from the worm rot.
A carrion worm mass bursts out of Pewk Pewk!
Talent Retch is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Epidemic from Worm that walks hits Pewk Pewk for 44 blight damage.
Pewk Pewk the level 19 ghoul archer was diseased to death by a worm that walks on level 3 of Lake of Nur.


























































































