Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). ZOmnibus Addon Pack 1.6.0Combines 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: Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 20 / 5% |
Size | medium |
Lifes / Deaths | Killed by Xanuwyn the gigantic sandworm tunneler at level 20 on the 4th Allure 123rd year of Ascendancy at 05:36 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 17 (base 10) |
Magic | 47 (base 34) |
Willpower | 52 (base 39) |
Cunning | 32 (base 26) |
Resources
Life | -1/383 |
Mana | 9/299 |
Healing Factor | 1.0561497326203 |
Regeneration | 3.4324866310159 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +127.82711175555% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 37.940511603797 |
See Invisible | 52.030047040573 |
Offense: Mainhand
Damage | 18 |
Accuracy | 27 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 43% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +6% |
Arcane | +3% |
Mind | +3% |
Light | +10% |
Physical | +7% |
Cold | +13% |
Fire | +60% |
Nature | +18% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +30% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 35 |
Mental Save | 43 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 28%( 70%) |
All | + 7%( 70%) |
Darkness | + 26%( 70%) |
Light | + 26%( 70%) |
Physical | + 17%( 70%) |
Cold | + 20%( 70%) |
Fire | + 35%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 62% |
Confusion Resistance | 20% |
Silence Resistance | 24% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 447 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 91 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 1138% for 10 turns (704 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Quicken Spells |
talent | Shielding |
talent | Arcane Power |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The time distortion has created a restoration field, healing the target for 26 each turn. Temporal Restoration Field |
beneficial effect | Increases global action speed by 28%. Speed |
beneficial effect | The mana surge engulfs the target, regenerating 5.69 mana per turn. Surging mana |
beneficial effect | Fully absorbs 1 fire attack. Ward |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 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 lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emariawe the large white snake. Escort: temporal explorer (level 1 of Old Forest) | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of rough leather boots (0 def, 1 armour) undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +24% Confusion immunity: +20% Stun/Freeze immunity: +21% A pair of boots made of leather. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 12/25) : Effective talent level: 2.0 Power cost: 25 out of 12/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 75.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 75.81 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Arewe the linen wizard hat (1 def, 0 armour) Arewe the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Mag Changes resistances: +15% fire Changes resistances penetration: +15% physical Changes damage: +10% fire Critical mult.: +5.00% Physical save: +12 (+6 eff.) A pointy cloth hat, very wizardly... |
Tool | Searwhisper (dig speed 36 turns) Searwhisper (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature / +3% cold Changes damage: +6% nature / +18% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's copper ring of tenacity conjurer's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +23.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +20% light / +9% darkness Changes resistances penetration: +10% darkness Changes damage: +10% light / +6% blight Cannot be unequipped or rerolled until level 21. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | rough leather belt 'Scumbender' rough leather belt 'Scumbender'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Wil Changes resistances penetration: +15% temporal Changes damage: +12% nature / +6% cold Mental save: +6 (+2 eff.) Maximum life: +45.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In main hand | Camygarath the ash vilestaff (111% power, 3 apr, fire element) Camygarath the ash vilestaff (111% power, 3 apr, fire 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. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +8 Defense: +7 (+4 eff.) Maximum wards: +3 fire Changes resistances penetration: +15% physical Changes damage: +3% arcane / +15% fire Talents granted: +1 Ward +1 Command Staff Critical mult.: +22.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | dreamer's linen robe of alchemy (0 def, 0 armour) dreamer's linen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +11% darkness / +12% fire / +11% cold / +11% mind / +7% all Changes damage: +7% acid / +7% physical / +8% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+5 eff.) Spell save: +11 (+5 eff.) Mental save: +21 (+7 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. |
Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +3 Wil Spell save: +6 (+3 eff.) Maximum mana: +41.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Brandransom the steel amulet Brandransom the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Con Changes resistances: +12% mind / +3% fire Changes damage: +3% mind / +9% fire Physical save: +6 (+3 eff.) Life regen: +3.00 Maximum life: +32.00 Amulets can have magical properties. |
Inventory
Porann the Flashbreacher Porann the FlashbreacherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Defense: +10 (+5 eff.) Changes stats: +1 Con Changes resistances: +3% lightning / +10% fire / +12% cold Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
copper ring of arcana (+0.10/turn) copper ring of arcana (+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
Beyldir the steel ring Beyldir the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +22% Psi when hit: +0.08 Maximum life: +24.00 Rings can have magical properties. |
mule's steel ring of fire (+22%) mule's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +22 Rings can have magical properties. |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 66.32 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (133). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff 'Geminne' (111% power, 3 apr, fire element) ash magestaff 'Geminne' (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +7 (+4 eff.) Damage (Melee): 17 fire Changes resistances: +6% blight Maximum wards: +3 fire Changes damage: +6% blight / +15% fire / +3% temporal Talents granted: +2 Ward +1 Command Staff Critical mult.: +17.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +8% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
Galebiter GalebiterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Critical mult.: +10.00% Mental save: +3 (+1 eff.) Maximum life: +31.00 Mindpower: +20 (+9 eff.) A belt that goes around your waist. |
undeterred pair of rough leather boots of tirelessness (0 def, 1 armour) undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Cureimmortal the rough leather gloves (0 def, 1 armour) Cureimmortal the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Armour: +1 Changes stats: +7 Str Changes resistances: +3% nature Changes resistances penetration: +5% nature / +5% fire Changes damage: +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lightningbutcher the linen wizard hat (1 def, 6 armour) Lightningbutcher the linen wizard hat (1 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +3% cold / +3% fire Changes damage: +6% lightning Mental save: +5 (+2 eff.) Silence immunity: +20% Teleport immunity: +10% A pointy cloth hat, very wizardly... |
Kilngore the brass lantern Kilngore the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag / +6 Wil / +1 Cun Changes damage: +6% mind / +9% fire Light radius: +3 See invisible: +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. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% 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) 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 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 207/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind 'Urtholdir' [power 1] (25 cooldown) iron torque of clear mind 'Urtholdir' [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag / +1 Wil Light radius: +1 Infravision radius: +2 See invisible: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Xeresekira' [power 165] (15 cooldown) steel torque of mindblast 'Xeresekira' [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +5% arcane Mana when firing critical spell: +2.00 Spell crit. chance: +2% It can be used to blast the opponent's mind dealing 85 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage penetration by 10% for 2 turns. * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 110] (15 cooldown) elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 65 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Alexfrog the Shalore Archmage level 11
12nd Dusk 122nd year of Ascendancy at 00:03 see stats
By Alexfrog the Shalore Archmage level 10
10th Flare 122nd year of Ascendancy at 16:19 see stats
By Alexfrog the Shalore Archmage level 20
3rd Allure 123rd year of Ascendancy at 19:30 see stats
By Alexfrog the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:40 see stats
By Alexfrog the Shalore Archmage level 19
10th Haze 122nd year of Ascendancy at 20:15 see stats
By Alexfrog the Shalore Archmage level 19
3rd Haze 122nd year of Ascendancy at 00:27 see stats
By Alexfrog the Shalore Archmage level 9
5th Flare 122nd year of Ascendancy at 14:20 see stats
Log
Alexfrog warded against fire!
Gigantic sandworm tunneler misses Alexfrog.
Your shield crumbles under the damage!
The shield around Alexfrog crumbles.
Your fire ward absorbs the damage!
Alexfrog receives 27 healing from Temporal Restoration Field.
Xanuwyn the gigantic sandworm tunneler's Beyond the Flesh hits Alexfrog for (21 absorbed), 6 physical, (20 warded), 0 fire (6 total damage).
Melee retaliation hits Xanuwyn the gigantic sandworm tunneler for (1 to psi shield), 1 temporal, (1 to psi shield), 2 fire (3 total damage).
Burning from Alexfrog hits Xanuwyn the gigantic sandworm tunneler for (11 to psi shield), 16 fire (16 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Your fire ward absorbs the damage!
Ritch flamespitter hits Alexfrog for (150 warded), 0 fire (0 total damage).
Alexfrog hits Gigantic sandworm tunneler for 11 physical damage.
Xanuwyn the gigantic sandworm tunneler activates Kinetic Aura.
Xanuwyn the gigantic sandworm tunneler deactivates Kinetic Aura.
Alexfrog resists the punch!
Xanuwyn the gigantic sandworm tunneler hits Alexfrog for 119 physical damage.
Alexfrog the level 20 shalore archmage was minced to death by Xanuwyn the gigantic sandworm tunneler on level 2 of Sandworm lair.
Alexfrog deactivates Quicken Spells.
Alexfrog's fire ward fades
Alexfrog deactivates Arcane Power.
Alexfrog is no longer pinned.
Alexfrog stops surging mana.
Alexfrog deactivates Shielding.
Alexfrog deactivates Chant of Fortitude.
Alexfrog slows down.
Alexfrog is not stunned anymore.
Alexfrog deactivates Keen Senses.