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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) 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 | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Arcane Blade |
Level / Exp | 20 / 37% |
Size | medium |
Lifes / Deaths | Killed by Layerialaith the sandworm at level 20 on the 47th Dusk 122nd year of Ascendancy at 19:10 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 28 (base 10) |
Constitution | 12 (base 10) |
Magic | 55 (base 48) |
Willpower | 21 (base 10) |
Cunning | 49 (base 38) |
Resources
Life | -81/636 |
Mana | 198/289 |
Stamina | 186/206 |
Healing Factor | 1.5891526171258 |
Regeneration | 16.288814325539 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 44.294708266768 |
See Invisible | 38.294708266768 |
Offense: Mainhand
Damage | 31 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Nature | +8% |
Blight | +3% |
Physical | +11% |
Darkness | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +13% |
Defense: Base
Armour (hardiness) | 30.5 (43.579428603723%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 22 |
Defense: Resistances
Physical | + 8%( 70%) |
Lightning | + 19%( 70%) |
Light | + 3%( 70%) |
Nature | + 10%( 70%) |
Darkness | + 17%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Bleed Resistance | 40% |
Disarm Resistance | 21% |
Knockback Resistance | 62% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 229 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1074% for 10 turns (0 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 242.00 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 Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. | 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 | [vs. Shademight the pair of hardened leather boots (0 def, 7 armour) (On feet)] Shademight the pair of hardened leather boots (0 def, 7 armour)Shademight the pair of hardened leather boots (0 def, 7 armour) 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% (-) Dmg.mod +3%(-) darkness Acc +10 (+3 eff.) (-) ----- def ----- Armour +7 (-) Fatigue -6% (-) Resists +6%(-) physical Max.HP +35.00 (-) ---------- misc Stam/turn +0.40 (-) Max.stam +10.00 (-) A pair of boots made of leather. |
Light source | [vs. brass lantern of health (Light source)] brass lantern of healthbrass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 (-) ---------- 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 | [vs. iron helm 'Daybreaker' (0 def, 3 armour) (On head)] iron helm 'Daybreaker' (0 def, 3 armour)iron helm 'Daybreaker' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6(-) Str +1(-) Con dps ---------- Dmg.mod +3%(-) physical ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +3%(-) light Die.at -20.00 life (-) Max.HP +60.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. Bilewish [power 79] (4/22 cooldown) (Tool)] Bilewish [power 79] (4/22 cooldown)Bilewish [power 79] (4/22 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee+ 0(-10) item nature slow Melee Ret 6(-) nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +12%(-) cold +2%(-) physical Spell.save +12 (+6 eff.) (-) Die.at -40.00 life (-) Heal.mod +15% (-) Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4(-) Str +4(-) Wil dps ---------- Dmg.mod +8%(-) nature +8%(-) physical ----- def ----- Resists +10%(-) nature Phys.save +8 (+4 eff.) (-) HP.reg +3.00 (-) Heal.mod +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] RadiancestreakerRadiancestreaker 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +0(-4) Str +5 Dex +2(-2) Wil +5 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% blight +0%(-8%) physical +0%(-8%) nature Acc +7 (+3 eff.) ----- def ----- Resists +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Max.HP +22.00 HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Blind- +20% Disarm- +21% Pinning- +24% Knockbk- +22% ---------- misc Max.mana +20.00 Infravis +4 See.Stealth +11 See.Invis +5 Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) (In main hand)] cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element)cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 (-) Crit +4.5% (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +11% (-) Crit.mult +12.00% (-) Spell.pwr +12 (+5 eff.) (-) Dmg.mod +25%(-) lightning ----- def ----- Defense +5 (+4 eff.) (-) ---------- misc Light +2 (-) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 67.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. Galewake (0 def, 2 armour) (On hands)] Galewake (0 def, 2 armour)Galewake (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2(-) Str +3(-) Dex dps ---------- Phys.pwr +7 (+4 eff.) (-) Dmg.mod +6%(-) lightning Res.pen +10%(-) mind Acc +10 (+3 eff.) (-) Melee Ret 4(-) lightning ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +3%(-) lightning HP.reg +4.00 (-) ---------- misc Stam/turn +0.70 (-) Max.stam +12.00 (-) Unarmed combat: Power 131% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 (-) Apr +9 (-) Crit +13.0% (-) Atk.spd 83% (-) On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. Dairichik the steel mail armour (2 def, 13 armour) (Main armor)] Dairichik the steel mail armour (2 def, 13 armour)Dairichik the steel mail armour (2 def, 13 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +5.00% (-) ----- def ----- Armour +13 (-) Defense +2 (+1 eff.) (-) Fatigue +7% (-) Resists +16%(-) lightning +3%(-) darkness +5%(-) arcane Phys.save +7 (+4 eff.) (-) Max.HP +24.00 (-) HP.reg +2.00 (-) Heal.mod +12% (-) A suit of armour made of mail. |
Cloak | [vs. cashmere cloak 'Tulandur' (2 def, 0 armour) (Cloak)] cashmere cloak 'Tulandur' (2 def, 0 armour)cashmere cloak 'Tulandur' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5(-) Dex +3(-) Wil +2(-) Cun dps ---------- Dmg.mod +8%(-) darkness Res.pen +13%(-) darkness ----- def ----- Defense +2 (+1 eff.) (-) Resists +14%(-) darkness Crit.chn- 15.00% (-) Stealth +10 (-) Max.HP +20.00 (-) Blind- +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. restful steel amulet of healing (Around neck)] restful steel amulet of healingrestful steel amulet of healing 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% (-) HP.reg +1.00 (-) Heal.mod +10% (-) Cut- +40% (-) Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 510; 14 cd) regeneration infusion of the sneak (heal 510; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. restful steel amulet of healing (Around neck)] gold amulet of dexterity (+4)gold amulet of dexterity (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Fatigue +0% (+5%) HP.reg +0.00 (-1.00) Heal.mod +0% (-10%) Cut- +0% (-40%) Amulets make your neck look great! |
[vs. Ring of Growth (On fingers, 1 of 2)] copper ring of pilferingcopper ring of pilfering 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +0(-4) Str +0(-4) Wil dps ---------- Dmg.mod +0%(-8%) nature +0%(-8%) physical Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Resists +0%(-10%) nature Phys.save +0 (+0 eff.) (-8 (-4 eff.)) HP.reg +0.00 (-3.00) Heal.mod +0% (-20%) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd 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! Tap to cycle through comparison choices |
[vs. cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) (In main hand)] yew vilestaff 'Dourpyre' (120% power, 4 apr, blight element)yew vilestaff 'Dourpyre' (120% power, 4 apr, blight element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 121% (-8%) Range: 1.2x (+0.0x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 (-1) Crit +3.5% (-1.0%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +11% (-) Crit.mult +14.00% (+2.00%) Spell.pwr +9 (+4 eff.) (-3 (-1 eff.)) Dmg.mod +20% blight +0%(-25%) lightning +12% darkness +9% nature Res.pen +10% darkness Melee Ret 4 mind ----- def ----- Defense +0 (+0 eff.) (-5 (-4 eff.)) Resists +15% mind ---------- misc Light +0 (-2) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) (In main hand)] warbringer's dwarven-steel greatmaul of daylight (150% power, 2 apr)warbringer's dwarven-steel greatmaul of daylight (150% power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 150% (+21%) Range: 1.5x (+0.3x) Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 (-3) Crit +1.5% (-3.0%) Atk.spd 100% (-) Melee+ +13 light Against +16% Undead While equipped: Stats +5 Con dps ---------- Spell.crit +0% (-11%) Crit.mult +0.00% (-12.00%) Phys.pwr +7 (+3 eff.) Spell.pwr +0 (+0 eff.) (-12 (-5 eff.)) Dmg.mod +0%(-25%) lightning Res.pen +12% physical ----- def ----- Defense +0 (+0 eff.) (-5 (-4 eff.)) Disarm- +17% ---------- misc Light +0 (-2) Talents +0(+-1) Command Staff Massive two-handed mauls. |
[vs. cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) (In main hand)] truestriking steel dagger of shearing (104% power, 6 apr)truestriking steel dagger of shearing (104% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 105% (-24%) Range: 1.3x (+0.1x) Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 (+1) Crit +5.0% (+0.5%) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-11%) Crit.mult +0.00% (-12.00%) Spell.pwr +0 (+0 eff.) (-12 (-5 eff.)) Dmg.mod +0%(-25%) lightning Res.pen +6% all +5% physical Acc +14 (+5 eff.) Apr +13 ----- def ----- Defense +0 (+0 eff.) (-5 (-4 eff.)) ---------- misc Light +0 (-2) Talents +0(+-1) Command Staff Sharp, short and deadly. |
[vs. cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element) (In main hand)] mighty elm longbow of dampeningmighty elm longbow of dampening 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Disrupt/Master Acc+ +0.2% crit chance (max 25%) Apr +0 (-5) Crit +0.0% (-4.5%) Atk.spd 100% (-) Range +6 While equipped: Stats +2 Str dps ---------- Spell.crit +0% (-11%) Crit.mult +0.00% (-12.00%) Phys.pwr +9 (+4 eff.) Spell.pwr +0 (+0 eff.) (-12 (-5 eff.)) Dmg.mod +0%(-25%) lightning ----- def ----- Defense +0 (+0 eff.) (-5 (-4 eff.)) Resists +12% acid +12% lightning +12% cold +12% fire +5% all Spell.save +9 (+4 eff.) ---------- misc Light +0 (-2) Talents +0(+-1) Command Staff Longbows are used to shoot arrows at your foes. |
Saloma the pouch of steel shots (18/18, 135% power, 2 apr) Saloma the pouch of steel shots (18/18, 135% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Master Power 135% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +8.5% Capacity 18 Proj.spd +200% On Hit: * 20% chance to slow global speed by 44% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
[vs. Dairichik the steel mail armour (2 def, 13 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour) =2 str=Iron Mail of Bloodletting (2 def, 4 armour) =2 str= 14.0 T2 heavy armor Reqs Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +4 (-9) Defense +2 (+1 eff.) (-) Fatigue +12% (+5%) Resists +10% acid +10%(+7%) darkness +10% blight +10% fire +0%(-5%) arcane +0%(-16%) lightning Phys.save +0 (+0 eff.) (-7 (-4 eff.)) Max.HP +0.00 (-24.00) HP.reg +3.00 (+1.00) Heal.mod +30% (+18%) ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. Dairichik the steel mail armour (2 def, 13 armour) (Main armor)] impenetrable dwarven-steel plate armour of cold resistance (0 def, 23 armour)impenetrable dwarven-steel plate armour of cold resistance (0 def, 23 armour) 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: dps ---------- Crit.mult +0.00% (-5.00%) ----- def ----- Armour +23 (+10) Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +22% (+15%) Resists +0%(-16%) lightning +20% cold +0%(-3%) darkness +0%(-5%) arcane Phys.save +0 (+0 eff.) (-7 (-4 eff.)) Max.HP +0.00 (-24.00) HP.reg +0.00 (-2.00) Heal.mod +0% (-12%) A suit of armour made of metal plates. |
[vs. cashmere cloak 'Tulandur' (2 def, 0 armour) (Cloak)] Layonor (6 def, 0 armour) =3 str=Layonor (6 def, 0 armour) =3 str= 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +0(-5) Dex +1 Mag +1(-2) Wil +0(-2) Cun dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +0%(-8%) darkness +3% physical Res.pen +0%(-13%) darkness Apr +1 ----- def ----- Defense +6 (+3 eff.) (+4 (+2 eff.)) Resists +0%(-14%) darkness Crit.chn- 0.00% (-15.00%) Stealth +0 (-10) Max.HP +0.00 (-20.00) Blind- +0% (-20%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. cashmere cloak 'Tulandur' (2 def, 0 armour) (Cloak)] Serpentraider (2 def, 0 armour)Serpentraider (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +0(-5) Dex +0(-3) Wil +0(-2) Cun dps ---------- Crit.mult +19.00% Dmg.mod +3% nature +0%(-8%) darkness Res.pen +0%(-13%) darkness Acc +8 (+3 eff.) Apr +8 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) (-) Resists +6% lightning +18% nature +0%(-14%) darkness Crit.chn- 0.00% (-15.00%) Stealth +8 (-2) Max.HP +0.00 (-20.00) Blind- +0% (-20%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shademight the pair of hardened leather boots (0 def, 7 armour) (On feet)] Khelevor the pair of rough leather boots (0 def, 1 armour) =2 str=Khelevor the pair of rough leather boots (0 def, 1 armour) =2 str= 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Mov.spd +0% (-10%) Dmg.mod +0%(-3%) darkness Acc +0 (+0 eff.) (-10 (-3 eff.)) ----- def ----- Armour +1 (-6) Fatigue +0% (+6%) Resists +0%(-6%) physical +6% temporal +5% arcane +6% mind Crit.chn- 10.00% Max.HP +20.00 (-15.00) ---------- misc Stam/turn +0.00 (-0.40) Max.stam +0.00 (-10.00) Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. Shademight the pair of hardened leather boots (0 def, 7 armour) (On feet)] pair of iron boots 'Galeimmortal' (0 def, 5 armour)pair of iron boots 'Galeimmortal' (0 def, 5 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Mov.spd +0% (-10%) Dmg.mod +3% lightning +0%(-3%) darkness Acc +0 (+0 eff.) (-10 (-3 eff.)) ----- def ----- Armour +5 (-2) Fatigue +2% (+8%) Resists +6% temporal +3% nature +0%(-6%) physical Max.HP +0.00 (-35.00) Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.00 (-0.40) Max.stam +0.00 (-10.00) Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Shademight the pair of hardened leather boots (0 def, 7 armour) (On feet)] pair of dwarven-steel boots 'Vilejustice' (0 def, 4 armour)pair of dwarven-steel boots 'Vilejustice' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mov.spd +0% (-10%) Dmg.mod +0%(-3%) darkness Acc +0 (+0 eff.) (-10 (-3 eff.)) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 (-3) Fatigue +3% (+9%) Resists +9% acid +0%(-6%) physical +6% blight +3% fire +18% nature Max.HP +0.00 (-35.00) ---------- misc Stam/turn +0.60 (+0.20) Max.stam +18.00 (+8.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. iron helm 'Daybreaker' (0 def, 3 armour) (On head)] Eilinilaith (2 def, 0 armour)Eilinilaith (2 def, 0 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +0(-6) Str +4 Wil +0(-1) Con dps ---------- Dmg.mod +0%(-3%) physical On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +0 (-3) Defense +2 (+1 eff.) Fatigue +0% (-5%) Resists +3% lightning +12% fire +0%(-3%) light +12% blight Phys.save +8 (+4 eff.) Die.at +0.00 life (+20.00 life) Max.HP +0.00 (-60.00) A pointy cloth hat, very wizardly... |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
[vs. brass lantern of health (Light source)] Vilesaw the brass lantern =1 str=Vilesaw the brass lantern =1 str= 2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% nature +6% physical Apr +4 ----- def ----- Resists +3% nature Max.HP +0.00 (-40.00) ---------- misc Max.stam +20.00 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. |
[vs. Bilewish [power 79] (4/22 cooldown) (Tool)] iron pickaxe 'Shimmergrinder' (dig speed 36 turns) =3 str=iron pickaxe 'Shimmergrinder' (dig speed 36 turns) =3 str= 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee+ 0(-10) item nature slow Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 2 lightning 4 temporal 0(-6) nature ----- def ----- Fatigue -5% Resists +0%(-12%) cold +0%(-2%) physical Spell.save +0 (+0 eff.) (-12 (-6 eff.)) Die.at +0.00 life (+40.00 life) Heal.mod +0% (-15%) Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Bilewish [power 79] (4/22 cooldown) (Tool)] Chalydir the Jetqueller (dig speed 30 turns)Chalydir the Jetqueller (dig speed 30 turns) 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee+ 0(-10) item nature slow Dmg.mod +15% lightning +6% nature +6% darkness Res.pen +5% darkness Melee Ret 8 lightning 0(-6) nature ----- def ----- Resists +0%(-2%) physical +3% darkness +9% blight +0%(-12%) cold +11% nature Spell.save +0 (+0 eff.) (-12 (-6 eff.)) Die.at +0.00 life (+40.00 life) Heal.mod +0% (-15%) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
[vs. Bilewish [power 79] (4/22 cooldown) (Tool)] Murkborn [power 278] (4/17 cooldown)Murkborn [power 278] (4/17 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +7 Con dps ---------- Melee+ 0(-10) item nature slow Res.pen +10% nature +10% physical Melee Ret 0(-6) nature ----- def ----- Resists +0%(-12%) cold +0%(-2%) physical Crit.chn- 15.00% Spell.save +0 (+0 eff.) (-12 (-6 eff.)) Die.at +0.00 life (+40.00 life) Heal.mod +0% (-15%) ---------- misc Light +2 Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Arabersa the Doomelf Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 08:51 see stats
By Arabersa the Doomelf Arcane Blade level 10
2nd Mirth 122nd year of Ascendancy at 17:32 see stats
By Arabersa the Doomelf Arcane Blade level 20
47th Dusk 122nd year of Ascendancy at 00:42 see stats
By Arabersa the Doomelf Arcane Blade level 18
37th Dusk 122nd year of Ascendancy at 15:03 see stats
By Arabersa the Doomelf Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 05:32 see stats
By Arabersa the Doomelf Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 05:13 see stats
By Arabersa the Doomelf Arcane Blade level 16
25th Dusk 122nd year of Ascendancy at 12:46 see stats
Log
Arabersa casts Haste of the Doomed.
Arabersa is out of phase.
Arabersa casts Haste of the Doomed.
Arabersa is confused and fails to use Phase Door.
Xusevena the gigantic gravity worm uses Transcendent Electrokinesis.
Talent Lightning is ready to use.
Crippling Poison from Layerialaith the sandworm hits Arabersa for 79 nature damage.
Bleeding from Salulaith the gigantic corrosive tunneler hits Arabersa for 11 physical damage.
Arabersa is confused and fails to use Teleport.
Layerialaith the sandworm misses Arabersa.
Layerialaith the sandworm is back to normal.
The unstable sand tunnel collapses!
Arabersa is not stunned anymore.
Crippling Poison from Layerialaith the sandworm hits Arabersa for 79 nature damage.
Bleeding from Salulaith the gigantic corrosive tunneler hits Arabersa for 11 physical damage.
Arabersa is confused and fails to use Arcane Reconstruction.
Layerialaith the sandworm uses Twist the Knife.
Arabersa's Confused was extended!
Arabersa's Crippling Poison from Layerialaith the sandworm was extended!
Arabersa's Bleeding from Salulaith the gigantic corrosive tunneler was extended!
Arabersa's Recovery was disrupted!
Arabersa is no longer out of phase.
Arabersa's Out of Phase was stripped!
Arabersa is no longer transformed.
Arabersa's Corruption of the Doomed was stripped!
Layerialaith the sandworm hits Arabersa for 265 physical damage.
Melee retaliation hits Layerialaith the sandworm for 4 lightning, 5 nature (9 total damage).
Arabersa the level 20 doomelf arcane blade was sliced to death by Layerialaith the sandworm on level 3 of Sandworm lair.