Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.5.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Higherr |
Class | Arcane Blade |
Level / Exp | 18 / 80% |
Size | big |
Lifes / Deaths | Killed by Betydhekira the white wolf at level 3 on the 75th Pyre 122nd year of Ascendancy at 22:20 / 14Killed by Nereta the dire wolf at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:06 Killed by Nereta the dire wolf at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:22 Killed by Layugamina the cutpurse at level 8 on the 2nd Mirth 122nd year of Ascendancy at 02:16 Killed by Betuyawen the bandit at level 8 on the 2nd Mirth 122nd year of Ascendancy at 02:56 Killed by Layugamina the cutpurse at level 8 on the 2nd Mirth 122nd year of Ascendancy at 04:20 Killed by armoured skeleton warrior at level 8 on the 2nd Mirth 122nd year of Ascendancy at 04:47 Killed by Nerilrabrevena the large white snake at level 8 on the 2nd Mirth 122nd year of Ascendancy at 08:19 Killed by Layerin the king cobra at level 8 on the 2nd Mirth 122nd year of Ascendancy at 12:15 Killed by Layerin the king cobra at level 8 on the 2nd Mirth 122nd year of Ascendancy at 12:52 Killed by Belulaith the worm that walks at level 15 on the 8th Mirth 122nd year of Ascendancy at 09:07 Killed by Elaldarivea the mass of parasitic leeches at level 15 on the 8th Mirth 122nd year of Ascendancy at 10:28 Killed by Bethowyn the worm that walks at level 15 on the 8th Mirth 122nd year of Ascendancy at 16:47 Killed by Urkis, the High Tempest at level 17 on the 2nd Summertide 122nd year of Ascendancy at 00:01 |
Primary Stats
Strength | 35 (base 34) |
Dexterity | 21 (base 16) |
Constitution | 33 (base 32) |
Magic | 58.25 (base 43) |
Willpower | 45 (base 43) |
Cunning | 43 (base 43) |
Resources
Life | 1548/1548 |
Mana | 212/212 |
Stamina | 214/214 |
Healing Factor | 1.2699507389163 |
Regeneration | 18.815236750853 |
Speed
Mental | +7.0500000000001% |
Attack | +17.05% |
Movement | +101.5% |
Spell | +17.05% |
Global | +107.6% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 12 |
See Stealth | 68.901429411905 |
See Invisible | 84.901429411905 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 71 |
Accuracy | 35 |
Crit Chance | 75% |
APR | 4 |
Speed | 0.93 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 66% |
Speed | 0.8543357539513 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 43% |
Speed | 0.8543357539513 |
Defense: Base
Armour (hardiness) | 109.38295742548 (91.629213483146%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 13 |
Physical Save | 31 |
Spell Save | 57 |
Mental Save | 32 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 21% |
Blind Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higherr | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Precise Strikes |
talent | Arcane Shield |
talent | Defensive Posture |
talent | Shock Hands |
talent | Shielding |
talent | Fiery Hands |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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 failed to protect the lone alchemist from death by Emunne the giant venus flytrap. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 52. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Equipment
On feet | Layalle the Dimbane (0 def, 4 armour) Layalle the Dimbane (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes resistances: +9% mind Changes resistances penetration: +20% mind Maximum encumbrance: +29 Physical save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +9 (+5 eff.) Light radius: +6 See stealth: +7 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Betowyn the Tempestschism (2 def, 0 armour) Betowyn the Tempestschism (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +8% lightning / +7% temporal / +12% light / +3% blight / +5% arcane Spell save: +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | Salariwyn the steel torque of thermal psionic shield [power 51] (18 cooldown) Salariwyn the steel torque of thermal psionic shield [power 51] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +1 Physical power: +2 (+1 eff.) Changes stats: +1 Con Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward Healing mod.: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Weepflash' copper ring 'Weepflash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +1 Wil Grants telepathy: Dragon Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Maximum hate: +2.00 Rings can have magical properties. |
On fingers | Layydakira the steel ring Layydakira the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Dex Changes resistances: +28% fire Changes damage: +14% fire Light radius: +1 See invisible: +18 Rings can have magical properties. |
Around waist | Bagontir BagontirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 16 acid Changes damage: +15% acid Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ash magestaff 'Samuragund' (15-18 power, 3 apr, cold element) ash magestaff 'Samuragund' (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 acid Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +8% It can be used to conjure elemental energy in a radius 4 cone, dealing 70.74 to 84.88 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Gleamwrest the iron gauntlets (0 def, 7 armour) Gleamwrest the iron gauntlets (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 30% chance to blind Damage (Melee): 5 physical Changes resistances penetration: +15% lightning Changes damage: +4% physical Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Glinttitan the dwarven-steel mail armour (3 def, 8 armour) Glinttitan the dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage (Melee): 26 acid / 24 fire Damage when hit (Melee): 18 acid / 20 fire Changes resistances: +38% acid / +35% fire / +6% light / +24% lightning Changes resistances penetration: +10% light A suit of armour made of mail. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 54 power out of 60/60) : Effective talent level: 1.4 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 183.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | gold amulet 'Stokeimmortal' gold amulet 'Stokeimmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% physical Changes resistances penetration: +10% fire Spell save: +6 (+2 eff.) Stamina each turn: +0.40 Mana each turn: +0.04 Vim when firing critical spell: +5.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune (range 6; power 17; dur 4)phase door rune (range 6; power 17; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold ring 'Pusobeisance'gold ring 'Pusobeisance' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +6% nature / +12% acid Changes resistances penetration: +15% nature Changes damage: +3% acid Mental save: +7 (+4 eff.) Confusion immunity: +27% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of erosion (23-34.5 power, 2 apr)steel battleaxe of erosion (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. insidious steel greatmaul of erosion (31.5-47.25 power, 2 apr)insidious steel greatmaul of erosion (31.5-47.25 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +17 insidious poison / +10 temporal / +10 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace of massacre (31-43.4 power, 4 apr)dwarven-steel mace of massacre (31-43.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel waraxe of vileness (14-19.6 power, 3 apr)steel waraxe of vileness (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +10 blight One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of persecution (10-13 power, 5 apr)balanced iron dagger of persecution (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage against: +8% Unnatural When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Wil Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered steel dagger (13-16.9 power, 6 apr)slime-covered steel dagger (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)balanced dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Salethra the Flashroar (18/43, 50.5-70.7 power, 16 apr)Salethra the Flashroar (18/43, 50.5-70.7 power, 16 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 50.5 - 70.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +2.0% Capacity: 43 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Ranged): +15 bleed Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 lightning / +4 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Porovea (18/18, 39-46.8 power, 8 apr)Porovea (18/18, 39-46.8 power, 8 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +9.0% Capacity: 18 On weapon hit: * Slows global speed by 40% Travel speed: +200% Damage (Ranged): +10 insidious poison / +11 fire Burst (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. crackling dwarven-steel shield of radiance (8 def, 2 armour, 77.5 block)crackling dwarven-steel shield of radiance (8 def, 2 armour, 77.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 11% chance to blind * 10% chance to daze at end of turn Changes stats: +1 Dex / +2 Mag / +5 Con Changes resistances: +11% light / +13% lightning Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (3 def, 6 armour)hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +20% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour (2 def, 6 armour)radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +13% blight / +13% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Boltwreath the hardened leather beltBoltwreath the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +17% lightning / +7% temporal Changes resistances penetration: +10% mind Changes damage: +9% mind / +6% lightning A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of magic (+3) (0 def, 2 armour)hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of archery (0 def, 1 armour)iron gauntlets of archery (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Armour: +1 Changes stats: +2 Cun / +2 Dex It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. clarifying cashmere wizard hat of frost (+18%) (2 def, 0 armour)clarifying cashmere wizard hat of frost (+18%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +18% cold Changes damage: +12% cold Mental save: +7 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Mayudabrenor the Starwarden (0 def, 7 armour)Mayudabrenor the Starwarden (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +7 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +5 Wil Changes resistances: +8% blight / +12% light Mental save: +8 (+4 eff.) Healing mod.: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of dexterity (+2) (0 def, 3 armour)hardened leather cap of dexterity (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
This item will automatically be transmogrified when you leave the level. survivor's alchemist's lampsurvivor's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+3 eff.) Light radius: +3 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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 (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
Achievements
By INSWOW the Higherr Arcane Blade level 17
2nd Summertide 122nd year of Ascendancy at 00:09 see stats
By INSWOW the Higherr Arcane Blade level 16
8th Mirth 122nd year of Ascendancy at 21:50 see stats
By INSWOW the Higherr Arcane Blade level 10
2nd Mirth 122nd year of Ascendancy at 23:19 see stats
By INSWOW the Higherr Arcane Blade level 13
6th Mirth 122nd year of Ascendancy at 18:10 see stats
By INSWOW the Higherr Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 11:25 see stats
By INSWOW the Higherr Arcane Blade level 16
8th Mirth 122nd year of Ascendancy at 18:46 see stats
By INSWOW the Higherr Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 11:03 see stats
Log
INSWOW picks up (l.): hardened leather gloves of magic (+3) (0 def, 2 armour).
INSWOW picks up (i.): Porovea (18/18, 39-46.8 power, 8 apr).
INSWOW picks up (c.): insidious steel greatmaul of erosion (31.5-47.25 power, 2 apr).
INSWOW picks up (r.): hardened leather cap of dexterity (+2) (0 def, 3 armour).
INSWOW picks up (m.): radiant steel mail armour (2 def, 6 armour).
INSWOW picks up (c.): steel battleaxe of erosion (23-34.5 power, 2 apr).
INSWOW speeds up.
Talent Rush is ready to use.
The unstable sand tunnel collapses!
INSWOW's skin returns to normal.
The unstable sand tunnel collapses!
Sandworm burrower recovers sight.
Sandworm burrower is not disabled anymore.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
INSWOW deactivates Shielding.
INSWOW deactivates Arcane Shield.
INSWOW is no longer surging arcane power.
INSWOW deactivates Arcane Combat.
INSWOW deactivates Fiery Hands.
INSWOW deactivates Arcane Feed.
INSWOW deactivates Shock Hands.
INSWOW deactivates Precise Strikes.
INSWOW seems more focused.
INSWOW deactivates Defensive Posture.