











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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: 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 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. 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 | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 19 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 11 on the 1st Haze 122nd year of Ascendancy at 12:29 0 / 6Killed by Sandworm Queen at level 16 on the 38th Haze 122nd year of Ascendancy at 18:40 Killed by snow giant boulder thrower at level 19 on the 76th Haze 122nd year of Ascendancy at 17:55 Killed by Burb the snow giant champion at level 19 on the 78th Haze 122nd year of Ascendancy at 08:26 Killed by Burb the snow giant champion at level 19 on the 78th Haze 122nd year of Ascendancy at 10:13 Killed by Burb the snow giant champion at level 19 on the 78th Haze 122nd year of Ascendancy at 11:38 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 61 (base 47) |
| Constitution | 11 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 47 (base 39) |
Resources
| Life | -60/325 |
| Stamina | 13/174 |
| Healing Factor | 1.1097162075846 |
| Regeneration | 0.27742905189616 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 36.659795546394 |
| See Invisible | 36.659795546394 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 69 |
| Crit Chance | 29% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +10% |
| Lightning | +10% |
| Nature | +20% |
| Physical | +16% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 21 (48.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 17 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 12%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 51%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 34% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| 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 mental 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 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. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)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 talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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 ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Emelravena' (2 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +2 (+0 eff.) Resistance +3% blight +12% fire +1% physical +3% cold Spell save +3 (+3 eff.) Confus Resist +10% Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | pouch of dwarven-steel shots of paradox (18/18, 143% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 144% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +11 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
| 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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical A pointy cloth hat, very wizardly... |
| On hands | steady drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +3 Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 7 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Kindleveil the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature +3% light Silence Resist +20% Stun Resist +20% Rings make your fingers look great! |
| On fingers | marksman's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% lightning Accuracy +6 (+2 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
| Around neck | starlit steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +13% light +14% darkness Blind Resist +21% Amulets make your neck look great! |
| In main hand | steady hardened leather sling of acid4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 acid While equipped: offense ------ Physical Crit +5.0% Damage +9% acid Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Moldvortex1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: offense ------ Physical Crit +3.0% Damage +9% nature defense ------ Resistance +7% acid +19% blight Crit Resistance 15.00% Mind save +15 (+7 eff.) A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of acid resistance (+17%) (0 def, 6 armour, 134% power, 71 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 134% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +71 On-Hit, radius 1 +13 fire While equipped: offense ------ On-Hit 5 fire When Hit 2 fire defense ------ Armor +6 Fatigue +8% Resistance +17% acid other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun +1 Con offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.03 to 42.53 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the sneak (speed 541%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
insulating steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% fire +13% cold Amulets make your neck look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel dagger (109% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
mighty ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: Stats +3 Str offense ------ Physical Power +9 (+4 eff.) Damage +15% acid Longbows are used to shoot arrows at your foes. |
Flashbrawn the steel longsword (120% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +20% light Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Unlife -40.00 life other ------- Stamina/turn +2.00 Sharp, long, and deadly. |
chilling dwarven-steel longsword of daylight (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 light +7 cold Damage Against +7% Undead Sharp, long, and deadly. |
steel mace (111% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Normal] Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
cured leather sling of cold4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +6 cold While equipped: offense ------ Damage +10% cold Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling4.0 Encumbrance T2 sling 1H weapon [Ego] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
slime-covered dwarven-steel waraxe of massacre (133% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Disrupt/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 46% One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Cloudmortal' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +1% Mindpower +6 (+3 eff.) Damage +13% acid +8% physical +12% darkness +11% lightning Ignore resists +5% lightning +7% physical +6% darkness +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +19% acid +16% lightning +3% mind +9% all other ------- Max hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandparry (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% On-Hit 8 acid Damage +5% acid +6% fire defense ------ Armor +2 Fatigue +3% Resistance +5% acid +12% fire +3% nature 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. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+3 eff.) 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. |
Offaltide (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+2 eff.) Damage +9% nature defense ------ Armor +4 Fatigue +4% Resistance +6% temporal +3% cold +6% nature +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel plate armour of spell shielding (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Arcane While equipped: defense ------ Armor +11 Fatigue +22% Resistance +5% arcane +10% light +10% darkness Spell save +12 (+7 eff.) A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 81.5 block)7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield of shrapnel (0 def, 4 armour, 111% power, 42 block)7.0 Encumbrance T2 shield armor [Ego+] Master When used to Attack: Weapon Damage 111% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 116% power, 40.5 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 116% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +11 light +10 darkness While equipped: Stats +2 Cun +3 Mag offense ------ Damage +10% light +12% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
4 agate0.0 Encumbrance 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. |
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. |
3 opal0.0 Encumbrance 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
deadly pouch of steel shots of daylight (20/20, 129% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 130% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +5 light Damage Against +10% Undead Shots are used with slings to pummel your foes to death. |
steel torque of gale force 'Darkstinger' [power 170] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% darkness When Hit 4 mind 2 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% mind Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 197 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
8 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. |
4 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. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Mellanie the Shalore Skirmisher level 17
43rd Haze 122nd year of Ascendancy at 07:50 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mellanie the Shalore Skirmisher level 19
64th Haze 122nd year of Ascendancy at 18:27 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Mellanie the Shalore Skirmisher level 18
46th Haze 122nd year of Ascendancy at 10:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mellanie the Shalore Skirmisher level 10
72nd Dusk 122nd year of Ascendancy at 19:42 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Mellanie the Shalore Skirmisher level 19
53rd Haze 122nd year of Ascendancy at 16:58 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mellanie the Shalore Skirmisher level 12
7th Haze 122nd year of Ascendancy at 03:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mellanie the Shalore Skirmisher level 6
60th Dusk 122nd year of Ascendancy at 13:13 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Mellanie the Shalore Skirmisher level 17
44th Haze 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Mellanie the Shalore Skirmisher level 16
38th Haze 122nd year of Ascendancy at 22:45 see stats
Log
Burb the snow giant champion's Trap Mastery is disrupted by his wounds!
Mellanie snipes Burb the snow giant champion (+168% weapon bonus for range)!
Mellanie's Kill Shot hits Burb the snow giant champion for 99 physical, 9 acid, 11 temporal (119 total damage).
You do not have enough Stamina to use Noggin Knocker.
Burb the snow giant champion casts Freeze.
Mellanie is encased in ice!
Burb the snow giant champion hits Mellanie for (24 flat reduction), 175 cold (175 total damage).
Talent Swift Shot is ready to use.
Mellanie uses Infusion: Healing.
Mellanie uses Infusion: Wild.
Mellanie lessens the pain.
Burb the snow giant champion fumbles and fails to use Kneecapper, injuring himself!
Fumble from Mellanie hits Iceblock for 98 physical damage.
Mellanie shrugs off some effects!
Mellanie is free from the ice.
Mellanie uses Infusion: Movement.
Mellanie is moving at extreme speed!
Talent Kneecapper is ready to use.
Burb the snow giant champion uses Throw Boulder.
Burb the snow giant champion hurls a huge boulder at Mellanie!
Burb the snow giant champion's mind surges with critical power!
Ran for 4 turns (stop reason: taken damage).
Mellanie is knocked back!
Burb the snow giant champion hits Mellanie for (24 flat reduction), 79 physical (79 total damage).
Mellanie the level 19 shalore skirmisher was maimed to death by Burb the snow giant champion on level 1 of Daikara.

























































































