Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Escorts Enhanced CN 1.5.10Escorts Enhanced |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 20 / 21% |
Size | medium |
Lifes / Deaths | Killed by Bethoma the large brown snake at level 20 on the 78th Dusk 122nd year of Ascendancy at 23:02 / 1 |
Primary Stats
Strength | 59 (base 23) |
Dexterity | 71 (base 38) |
Constitution | 45 (base 30) |
Magic | 12 (base 10) |
Willpower | 14 (base 10) |
Cunning | 24 (base 18) |
Resources
Life | -12/664 |
Stamina | 170/193 |
Healing Factor | 1.6211689881047 |
Regeneration | 14.995813139968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 99 |
Accuracy | 50 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Blight | +12% |
Physical | +27% |
Cold | +10% |
All | 0% |
Darkness | +11% |
Lightning | +14% |
Mind | +6% |
Fire | +11% |
Nature | +20% |
Offense: Damage Penetration
Acid | +10% |
Light | +10% |
Physical | +33% |
Defense: Base
Armour (hardiness) | 17 (55.007671158813%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 12 |
Mental Save | 18 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 37%( 70%) |
All | + 16%( 70%) |
Darkness | + 30%( 70%) |
Light | + 36%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 29%( 70%) |
Mind | + 24%( 70%) |
Fire | + 39%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 22% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 363 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 96 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Hefast. Escort: repented thief (level 2 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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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 skeleton mage skull. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | Xykira (0 def, 1 armour) Xykira (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% acid / +9% fire / +9% light / +5% arcane Life regen: +4.00 Stamina each turn: +0.40 Maximum life: +60.00 Maximum stamina: +16.00 A pair of boots made of leather. |
Quiver | Khelytir (15/15, 24-34 power, 5 apr) Khelytir (15/15, 24-34 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 24.5 - 34.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +2.0% Capacity: 15 When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Light source | Lightking the brass lantern Lightking the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +15% light Changes resistances penetration: +10% light Physical save: +6 (+2 eff.) Light radius: +6 Healing mod.: +12% 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 | linen wizard hat 'Grinehor' (21 def, 0 armour) linen wizard hat 'Grinehor' (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +21 (+6 eff.) Changes resistances: +6% acid / +6% fire / +5% cold Reduces incoming crit damage: 5.00% Life regen: +2.00 Healing mod.: +5% A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Olasta' (dig speed 38 turns) iron pickaxe 'Olasta' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Fatigue: -5% Changes stats: +1 Cun / +3 Str Reduces incoming crit damage: 15.00% Spell save: +3 (+3 eff.) Teleport immunity: +10% Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Icesquall the steel ring Icesquall the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +1 Mag / +2 Cun / +3 Con Changes resistances: +24% nature / +6% cold Changes damage: +12% nature Mental save: +5 (+3 eff.) Confusion immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Bethimissra the rough leather belt Bethimissra the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex Changes resistances penetration: +10% acid / +15% physical Changes damage: +6% acid / +12% physical Physical save: +6 (+2 eff.) Maximum stamina: +10.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | Turamaregorin the ash longbow Turamaregorin the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 lightning When wielded/worn: Changes stats: +3 Str / +10 Dex / +1 Mag Changes resistances penetration: +18% physical Changes damage: +14% lightning Reduces incoming crit damage: 5.00% Light radius: +1 Longbows are used to shoot arrows at your foes. |
On hands | stone warden's rough leather gloves of strength (+3) (0 def, 8 armour) stone warden's rough leather gloves of strength (+3) (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Armour Hardiness: +6% Changes stats: +3 Str / +6 Con Changes resistances: +5% physical When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Chamigund (0 def, 0 armour) Chamigund (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +11% acid / +10% physical / +16% darkness / +12% blight / +11% cold / +12% fire / +9% all Changes damage: +10% acid / +7% physical / +11% darkness / +12% blight / +7% cold / +6% mind / +11% fire Talent cooldown: Refit Golem (-2 turns) Reduces incoming crit damage: 10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | Blizzardransom BlizzardransomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Con Changes resistances: +12% temporal / +9% mind / +3% cold Changes damage: +3% cold Reduces incoming crit damage: 5.00% Pinning immunity: +22% Knockback immunity: +20% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 251; dur 4; cd 20) acid wave rune of the duelist (damage 251; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 250.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 233; dur 4; cd 18) acid wave rune of the warrior (damage 233; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a cone dealing 232.93 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 112; cd 14) teleportation rune of the duelist (range 112; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 112 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Aerenn' copper amulet 'Aerenn'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% fire / +9% darkness / +9% temporal Mental save: +6 (+4 eff.) Confusion immunity: +13% Psi when hit: +0.04 Mindpower: +6 (+3 eff.) Mental crit. chance: +1% Amulets make your neck look great! |
copper amulet of manastreaming copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
archmage's steel amulet archmage's steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Spellpower: +4 (+3 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +1.00 Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3) stabilizing steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
Belossra BelossraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +1 Dex / +3 Wil / +1 Con Changes resistances: +3% blight Changes damage: +6% physical Mental save: +6 (+4 eff.) Rings make your fingers look great! |
Viperslicer ViperslicerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 20% Changes stats: +3 Con Changes resistances: +3% acid Changes damage: +6% acid Physical save: +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Deepskarma' copper ring 'Deepskarma'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 14% Changes resistances: +22% lightning Changes resistances penetration: +25% darkness Changes damage: +11% lightning Rings make your fingers look great! |
copper ring 'Koruran' copper ring 'Koruran'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +22% light Changes damage: +11% light Pinning immunity: +10% Teleport immunity: +20% Mana each turn: +0.08 Spell crit. chance: +4% Rings make your fingers look great! |
copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
rogue's copper ring of nature (+22%) rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
marksman's steel ring of lightning (+20%) marksman's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
mule's steel ring of clarity mule's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Mental save: +6 (+4 eff.) Confusion immunity: +20% Rings make your fingers look great! |
rogue's steel ring of frost (+22%) rogue's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
savage's steel ring savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +12 (+10 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
savior's steel ring of perseverance savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+7 eff.) Mental save: +9 (+5 eff.) Stun/Freeze immunity: +28% Life regen: +2.00 Rings make your fingers look great! |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of sensing titan's steel ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Blindness immunity: +24% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
warrior's steel ring of corrosion (+20%) warrior's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. Demonpanic the vined mindstar (4-5 power, 18 apr, mind damage)Demonpanic the vined mindstar (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +16 Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +24.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical 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. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield of resistance (0 def, 6 armour, 30-36 power, 85.5 block) dwarven-steel shield of resistance (0 def, 6 armour, 30-36 power, 85.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +6% acid / +6% fire / +6% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
dreamer's cashmere robe of frost (+12%) (0 def, 0 armour) dreamer's cashmere robe of frost (+12%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +15% cold / +12% mind / +11% all Changes damage: +10% cold Physical save: +14 (+5 eff.) Spell save: +12 (+10 eff.) Mental save: +23 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Ce'Nata' rough leather belt 'Ce'Nata'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +10% mind Physical save: +5 (+2 eff.) Only die when reaching: -20.00 life Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Ce'Nodhewen the Pyretitan (1 def, 6 armour) Ce'Nodhewen the Pyretitan (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +12% acid / +11% cold / +5% arcane / +3% temporal Changes damage: +3% fire Spell save: +12 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tarraroddatir the linen cloak (1 def, 0 armour) Tarraroddatir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 blight Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Spell save: +7 (+7 eff.) Mental save: +5 (+3 eff.) Maximum mana: +20.00 Spell crit. chance: +1% Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Turyldir the linen cloak (11 def, 4 armour) Turyldir the linen cloak (11 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +11 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +12 (+10 eff.) Psi when hit: +0.20 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness / +12% temporal Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Scaldlady' (2 def, 0 armour) cashmere cloak 'Scaldlady' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +12 Wil Changes resistances: +18% fire Changes damage: +6% fire Spell save: +8 (+8 eff.) Maximum mana: +45.00 Spell crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earothel the Curezephyr, (0 def, 4 armour) Earothel the Curezephyr, (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes resistances: +9% nature / +6% mind Changes resistances penetration: +10% nature / +15% acid Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frigidpain (0 def, 9 armour) Frigidpain (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: -3% Changes resistances: +21% cold Changes resistances penetration: +15% physical Changes damage: +6% cold Stamina each turn: +0.30 Maximum life: +32.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorogatira the Voidquell (0 def, 3 armour) Glorogatira the Voidquell (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +9% lightning / +6% blight Changes resistances penetration: +25% darkness / +5% blight Stamina each turn: +0.50 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rimehunger (0 def, 3 armour) Rimehunger (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Mag / +3 Wil Changes resistances: +12% cold Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+6 eff.) Damage Shield penetration: +10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Radhablek' (0 def, 5 armour) pair of iron boots 'Radhablek' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +3% cold / +6% light / +3% darkness Blindness immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Daimuntir' (0 def, 1 armour) rough leather cap 'Daimuntir' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Reduces incoming crit damage: 15.00% Silence immunity: +10% A cap made of leather. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Hathesaran the iron pickaxe (dig speed 19 turns) Hathesaran the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 10 Changes stats: +2 Str / +1 Dex / +4 Con Changes resistances penetration: +11% physical Changes damage: +9% blight Reduces incoming crit damage: 5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Daimalarig the iron torque of mindblast [power 110] (15 cooldown) Daimalarig the iron torque of mindblast [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun Changes resistances: +3% light Stun/Freeze immunity: +10% Healing mod.: +5% It can be used to blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
Relguderand the Frozenkiss [power 9] (15 cooldown) Relguderand the Frozenkiss [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +25% cold Changes damage: +3% arcane It can be used to reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Xerenor' [power 105] (15 cooldown) elm wand of conjuration 'Xerenor' [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes resistances: +3% darkness / +3% fire Life regen: +2.00 It can be used to fire a magical bolt dealing 120 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Hefast the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 21:41 see stats
By Hefast the Skeleton Archer level 20
53rd Dusk 122nd year of Ascendancy at 02:19 see stats
By Hefast the Skeleton Archer level 10
3rd Summertide 122nd year of Ascendancy at 21:40 see stats
By Hefast the Skeleton Archer level 20
52nd Dusk 122nd year of Ascendancy at 23:32 see stats
By Hefast the Skeleton Archer level 9
7th Mirth 122nd year of Ascendancy at 21:25 see stats
By Hefast the Skeleton Archer level 14
30th Dusk 122nd year of Ascendancy at 22:51 see stats
By Hefast the Skeleton Archer level 20
53rd Dusk 122nd year of Ascendancy at 09:00 see stats
By Hefast the Skeleton Archer level 17
37th Dusk 122nd year of Ascendancy at 01:06 see stats
Log
Bethoma the large brown snake uses Dart Launcher.
Wrathroot casts Wraithform.
Wrathroot turns into a wraith.
Bethoma the large brown snake hits Hefast for (18 to ice), 27 physical (27 total damage).
Bethoma the large brown snake uses Flurry.
Bethoma the large brown snake strikes Hefast with hidden blades!
Bethoma the large brown snake performs a melee critical strike against Hefast!
Bethoma the large brown snake performs a melee critical strike against Hefast!
Bethoma the large brown snake performs a melee critical strike against Hefast!
Bethoma the large brown snake hits Hefast for (5 to ice), 8 physical, (30 to ice), 44 physical, (13 to ice), 20 physical, (19 to ice), 28 physical, (17 to ice), 26 physical, (20 to ice), 30 physical, (19 to ice), 29 physical (185 total damage).
Vorasevena the midge swarm performs a melee critical strike against Vorasevena the midge swarm!
Vorasevena the midge swarm performs a melee critical strike against Vorasevena the midge swarm!
Vorasevena the midge swarm forces the iceblock to shatter.
Melee retaliation hits Iceblock for 4 lightning, 2 cold, 4 lightning, 2 cold (10 total damage).
Vorasevena the midge swarm hits Iceblock for 70 physical, 4 mind, 5 cold, 5 cold (82 total damage).
Vorasevena the midge swarm is free from the ice.
Talent Vitality is ready to use.
Ritch flamespitter is encased in ice!
Wrathroot's ice storm area effect hits Ritch flamespitter for 48 cold damage.
Wrathroot's ice storm area effect hits Hefast for (8 to ice), 12 cold (12 total damage).
Wrathroot's ice storm area effect hits Vorasevena the midge swarm for 38 cold damage.
Wrathroot's ice storm area effect hits Thought-forged bowman for 45 cold damage.
Wrathroot's ice storm area effect hits Bethoma the large brown snake for 48 cold damage.
Layema the honey tree uses Mind Sear.
Bethoma the large brown snake uses Dual Strike.
Hefast resists the stunning strike!
Layema the honey tree hits Hefast for (59 to ice), 88 mind (88 total damage).
Bethoma the large brown snake hits Hefast for (18 to ice), 28 physical, (26 to ice), 39 physical (67 total damage).
Hefast the level 20 skeleton archer was ground to death by Bethoma the large brown snake on level 4 of Old Forest.