











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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.
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 12 / 10% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 12 on the 1st Summertide 122nd year of Ascendancy at 03:56 / 1 |
Primary Stats
Strength | 36 (base 26) |
Dexterity | 56 (base 37) |
Constitution | 13 (base 10) |
Magic | 12 (base 10) |
Willpower | 13 (base 10) |
Cunning | 13 (base 12) |
Resources
Life | -83/312 |
Stamina | 16/140 |
Healing Factor | 1.1383363011316 |
Regeneration | 7.1146018820724 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 83 |
Accuracy | 42 |
Crit Chance | 2% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Cold | +29% |
Lightning | +13% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Light | +15% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 22.317011280365 (72.903125182002%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 11 |
Physical Save | 23 |
Spell Save | 20 |
Mental Save | 9 |
Defense: Resistances
Acid | + 18%( 70%) |
Cold | + 56%( 70%) |
Lightning | + 35%( 70%) |
Fire | + 36%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 137 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 0/5 |
| 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 |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 xorn fragment. * You've found the needed length of troll intestine. * '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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
On feet | ![]() miner's pair of rough leather boots of speed (0 def, 3 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% (-) ----- def ----- Armour +3 (-) ---------- misc Infravis +1 (-) A pair of boots made of leather. |
Quiver | ![]() deadly quiver of ash arrows of erosion (21/23, 138% power, 7 apr) 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature/Master Power 138% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 (-) Crit +1.5% (-) Capacity 23 (-) Ranged+ +8(-) nature Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
Light source | ![]() brass lantern 'Mayarana' 2.0 T1 lite [Rare] Psionic While equipped: Stats +3(-) Wil dps ---------- Dmg.mod +17%(-) mind ----- def ----- Resists +3%(-) fire Spell.save +3 (+3 eff.) (-) Die.at -40.00 life (-) HP.reg +4.00 (-) ---------- 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. |
On head | ![]() stabilizing rough leather cap of strength (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3(-) Str ----- def ----- Armour +1 (-) Fatigue +1% (-) Phys.save +10 (+6 eff.) (-) A cap made of leather. |
Tool | ![]() Tempestpunish (dig speed 36 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3(-) Str +3(-) Dex +2(-) Mag +1(-) Cun +2(-) Con dps ---------- Dmg.mod +3%(-) lightning ----- def ----- Fatigue -5% (-) While carried: ---------- misc Talents +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() warrior's copper ring of frost (+24%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2(-) Str dps ---------- Dmg.mod +12%(-) cold ----- def ----- Armour +4 (-) Resists +24%(-) cold Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +0(-2) Str +3 Dex dps ---------- Dmg.mod +10% lightning +0%(-12%) cold Acc +6 (+2 eff.) ----- def ----- Armour +0 (-4) Resists +20% lightning +0%(-24%) cold Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Gunubar the Noonpunish 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15%(-) light +5%(-) mind Melee Ret 2(-) mind ----- def ----- Resists +9%(-) fire Max.HP +30.00 (-) A belt that goes around your waist. |
In main hand | ![]() elm longbow of dampening 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% (-) Range +6 (-) While equipped: ----- def ----- Resists +11%(-) acid +12%(-) lightning +11%(-) fire +11%(-) cold +5%(-) all Spell.save +9 (+9 eff.) (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | ![]() polar dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4(-) Dex dps ---------- Melee+ 7(-) cold Dmg.mod +5%(-) cold Acc +12 (+4 eff.) (-) ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +8%(-) cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() iron mail armour of Eyal (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 (-) Defense +2 (+1 eff.) (-) Fatigue +12% (-) Max.HP +20.00 (-) HP.reg +2.00 (-) Heal.mod +11% (-) A suit of armour made of mail. |
Cloak | ![]() Glacierraider (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2(-) Str +2(-) Dex +1(-) Con dps ---------- Dmg.mod +3%(-) acid +12%(-) cold Res.pen +5%(-) cold ----- def ----- Defense +1 (+0 eff.) (-) Resists +3%(-) acid ---------- misc Infravis +1 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() insulating copper amulet of dexterity (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2(-) Dex ----- def ----- Resists +10%(-) fire +11%(-) cold Amulets make your neck look great! |
Inventory
![]() stabilizing copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +0(-2) Dex ----- def ----- Resists +0%(-11%) cold +0%(-10%) fire +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
![]() Ulubar 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +0(-2) Str dps ---------- Phys.crit +1.0% Dmg.mod +11% acid +0%(-12%) cold ----- def ----- Armour +2 (-2) Resists +22% acid +2% physical +0%(-24%) cold Phys.save +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() iron greatsword of persecution (112% power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Disrupt Power 112% (+46%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% (-) Range +0 (-6) Against +7% Unnatural While equipped: Stats +2 Wil ----- def ----- Resists +0%(-11%) acid +0%(-12%) lightning +0%(-11%) fire +0%(-11%) cold +0%(-5%) all Spell.save +0 (+0 eff.) (-9 (-9 eff.)) Massive two-handed swords. Tap to cycle through comparison choices |
![]() elm longbow 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% (-) Range +6 (-) While equipped: ----- def ----- Resists +0%(-11%) acid +0%(-12%) lightning +0%(-11%) fire +0%(-11%) cold +0%(-5%) all Spell.save +0 (+0 eff.) (-9 (-9 eff.)) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() quiver of elm arrows (13/13, 102% power, 5 apr) 3.0 T1 arrow ammo Reqs Dex 11 [Normal] Power 102% (-36%) Range: 1.4x (+0.0x) Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 (-2) Crit +1.0% (-0.5%) Capacity 13 (-10) Ranged+ +0(-8) nature Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
![]() 7.0 T1 shield armor Reqs Shield usage training Str 11 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training Str 11 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Max.HP +46.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() cleansing rough leather armour of acid resistance (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 (-2) Defense +3 (+2 eff.) (+1 (+1 eff.)) Fatigue +6% (-6%) Resists +15% acid +11% nature +10% blight Max.HP +0.00 (-20.00) HP.reg +0.00 (-2.00) Heal.mod +0% (-11%) A suit of armour made of leather. |
![]() rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 (-2) Defense +3 (+2 eff.) (+1 (+1 eff.)) Fatigue +6% (-6%) Max.HP +0.00 (-20.00) HP.reg +0.00 (-2.00) Heal.mod +0% (-11%) A suit of armour made of leather. |
![]() iron plate armour of acid resistance (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +7 (+3) Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +22% (+10%) Resists +17% acid Max.HP +0.00 (-20.00) HP.reg +0.00 (-2.00) Heal.mod +0% (-11%) A suit of armour made of metal plates. |
![]() resilient linen cloak of Eldoral (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +0(-2) Str +1(-1) Dex +2 Cun +0(-1) Con dps ---------- Dmg.mod +0%(-3%) acid +0%(-12%) cold Res.pen +0%(-5%) cold ----- def ----- Defense +1 (+0 eff.) (-) Resists +0%(-3%) acid Max.HP +33.00 ---------- misc Infravis +0 (-1) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() scholar's pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Mov.spd +0% (-25%) ----- def ----- Armour +3 (-) Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +11.00 Infravis +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +0(-4) Dex +4 Wil +4 Cun dps ---------- Mind.pwr +2 (+2 eff.) Melee+ 0(-7) cold Dmg.mod +5% nature +0%(-5%) cold Acc +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Armour +0 (-2) Fatigue +0% (-3%) Resists +10% nature +0%(-8%) cold Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Master While equipped: Stats +3(-1) Dex dps ---------- Melee+ 0(-7) cold Dmg.mod +0%(-5%) cold Acc +11 (+4 eff.) (-1 (+0 eff.)) ----- def ----- Armour +1 (-1) Fatigue +0% (-3%) Resists +0%(-8%) cold 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. |
![]() Adynn (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +0(-3) Str +3 Mag +2 Wil dps ---------- Mind.crit +2% Mind.pwr +3 (+3 eff.) ----- def ----- Armour +0 (-1) Defense +1 (+1 eff.) Fatigue +0% (-1%) Phys.save +0 (+0 eff.) (-10 (-6 eff.)) ---------- misc Psi/turn +0.12 Equi/ret +0.12 Max.hate +2.00 Infravis +1 A pointy cloth hat, very wizardly... |
![]() rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Normal] While equipped: Stats +0(-3) Str ----- def ----- Armour +1 (-) Fatigue +1% (-) Phys.save +0 (+0 eff.) (-10 (-6 eff.)) A cap made of leather. |
![]() Kyrab the Chillcrypt (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3(-) Str +1 Mag +1 Wil dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Armour +3 (+2) Fatigue +5% (+4%) Phys.save +11 (+7 eff.) (+1 (+1 eff.)) ---------- misc Light +2 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 57 alchemist agate 0.0 T1 black alchemist-gem [Normal] Apr +0 (-7) Crit +0.0% (-1.5%) Capacity 0 (-23) Ranged+ +0(-8) nature When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
![]() brass lantern 2.0 T1 lite [Normal] While equipped: Stats +0(-3) Wil dps ---------- Dmg.mod +0%(-17%) mind ----- def ----- Resists +0%(-3%) fire Spell.save +0 (+0 eff.) (-3 (-3 eff.)) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) ---------- 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. |
![]() bright brass lantern of focus 2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3(-) Wil dps ---------- Dmg.mod +6%(-11%) mind ----- def ----- Resists +0%(-3%) fire Spell.save +0 (+0 eff.) (-3 (-3 eff.)) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) ---------- misc Light +5 (+2) 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. |
![]() Durostir the Natureflash 1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +4(+1) Wil dps ---------- Phys.crit +4.0% Mind.crit +6% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Mind.pwr +7 (+6 eff.) Dmg.mod +3% nature +0%(-17%) mind Melee Ret 4 nature 6 temporal ----- def ----- Resists +0%(-3%) fire Spell.save +0 (+0 eff.) (-3 (-3 eff.)) Mind.save +14 (+12 eff.) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) ---------- misc Light +4 (+1) See.Stealth +7 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Planar Beacon 1.0 lite [Unique] Arcane While equipped: Stats +0(-3) Wil dps ---------- Dmg.mod +0%(-17%) mind ----- def ----- Resists +0%(-3%) fire Spell.save +0 (+0 eff.) (-3 (-3 eff.)) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) ---------- misc Light +3 (-) Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 38.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 38.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +0(-3) Str +0(-3) Dex +0(-2) Mag +5 Wil +0(-1) Cun +0(-2) Con dps ---------- Mind.pwr +5 (+5 eff.) Dmg.mod +0%(-3%) lightning ----- def ----- Fatigue +0% (+5%) Mind.save +10 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping While carried: ---------- misc Talents +0(+-1) Dig Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +0(-3) Str +0(-3) Dex +0(-2) Mag +0(-1) Cun +0(-2) Con +5 Lck dps ---------- Dmg.mod +0%(-3%) lightning ----- def ----- Defense +5 (+3 eff.) Fatigue +0% (+5%) ---------- misc T.Disarm +5 While carried: ---------- misc Talents +0(+-1) Dig Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() iron torque of gale force [power 105] (15 cooldown) 2.0 T1 torque charm [Ego] Psionic While equipped: Stats +0(-3) Str +0(-3) Dex +0(-2) Mag +0(-1) Cun +0(-2) Con dps ---------- Dmg.mod +0%(-3%) lightning ----- def ----- Fatigue +0% (+5%) While carried: ---------- misc Talents +0(+-1) Dig Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Joe the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 14:27 see stats
By Joe the Cornac Archer level 7
78th Pyre 122nd year of Ascendancy at 15:36 see stats
By Joe the Cornac Archer level 9
4th Mirth 122nd year of Ascendancy at 03:52 see stats
Log
Joe uses Pin Down.
Elven cultist is pinned to the ground.
Joe's Pin Down hits Elven cultist for (118 absorbed), 0 physical, (7 absorbed), 0 nature (0 total damage).
Elven cultist casts Dark Portal.
Joe is afflicted by a rotting disease!
Rotting Disease from Elven cultist hits Joe for 37 blight damage.
Joe uses Shoot Down.
Joe uses Trueshot.
Joe shoots!
Joe's Shoot performs a ranged critical strike against Elven cultist!
The shield around elven cultist crumbles.
Joe's Shoot hits Elven cultist for (47 absorbed), 140 physical, 7 nature (147 total damage).
Rotting Disease from Elven cultist hits Joe for 37 blight damage.
Joe uses Headshot.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Joe's Headshot hits Elven cultist for 164 physical, 7 nature (171 total damage).
Rotting Disease from Elven cultist hits Joe for 36 blight damage.
Elven cultist is no longer pinned.
Joe uses Infusion: Regeneration.
Joe starts regenerating health quickly.
Joe is afflicted by a decrepitude disease!
Talent Steady Shot is ready to use.
Elven cultist's Soul Rot hits Joe for 161 blight damage.
Rotting Disease from Elven cultist hits Joe for 44 blight damage.
Decrepitude Disease from Elven cultist hits Joe for 37 blight damage.
Joe the level 12 cornac archer was plagued to death by an elven cultist on level 1 of Rhaloren Camp.