









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 1.7.4Donators/Buyers bonus! 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. Ignore Race/Class Locks 1.7.0Modifies 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: 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: 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:
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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 21 / 84% |
Size | medium |
Lifes / Deaths | Killed by Layiyamina the slumbering fox at level 15 on the 2nd Dusk 122nd year of Ascendancy at 10:42 4 / 2Killed by Urkis, the High Tempest at level 21 on the 28th Dusk 122nd year of Ascendancy at 06:27 |
Primary Stats
Strength | 32 (base 13) |
Dexterity | 34 (base 10) |
Constitution | 10 (base 10) |
Magic | 76 (base 50) |
Willpower | 30 (base 10) |
Cunning | 65 (base 39) |
Resources
Life | -194/532 |
Mana | 279/305 |
Stamina | 85/200 |
Healing Factor | 1.0000003099961 |
Regeneration | 0.25000007749904 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +91.390728476821% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 34 |
Accuracy | 53 |
Crit Chance | 30% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 53 |
Crit Chance | 32% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Fire | +6% |
Lightning | +33% |
Nature | +10% |
Temporal | +9% |
Darkness | +12% |
Arcane | +9% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +42% |
Darkness | +27% |
Cold | +15% |
Fire | +12% |
Mind | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 16 (35.65183292883%) |
Defense | 52 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 38%( 70%) |
Light | + 15%( 70%) |
Temporal | + 22%( 70%) |
Nature | + 37%( 70%) |
Cold | + 39%( 70%) |
Mind | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Stun Resistance | 25% |
Poison Resistance | 100% |
Pinning Resistance | 50% |
Inscriptions (3/4)
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 541 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 114 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 1321% for 10 turns (67 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Shield |
talent | Shielding |
detrimental effect | Reduces global action speed by 9% and all outgoing projectiles speed by 29%. Congeal Time |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | The target is in the center of a lightning hurricane, doing 38.25 to 114.74 lightning damage to itself and others around every turn. Hurricane |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. | 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. | 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 Alchemists | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +3% lightning Res.pen +10% lightning Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning Mind.save +9 (+4 eff.) ---------- misc Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Defense +5 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +44.00 ---------- misc Psi/ret +0.16 Max.stam +30.00 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +6% nature ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +5 Dex dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Melee+ 7 temporal 13 mind 10 darkness Ranged+ 11 temporal Dmg.mod +6% temporal Res.pen +5% mind Acc +6 (+2 eff.) Apr +5 On Hit (Melee): * 13% chance to reduce all saves and defense by 31 ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Mind.save -13 (-7 eff.) ---------- misc Psi/ret +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +15% lightning Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +10% nature +6% darkness ----- def ----- Resists +20% nature ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.pwr +9 (+5 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +19 (+7 eff.) Dmg.mod +3% temporal Res.pen +15% darkness Acc +8 (+3 eff.) Apr +10 On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Defense +11 (+4 eff.) Resists +9% temporal Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil +2 Mag dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% darkness Res.pen +5% darkness ----- def ----- Resists +6% nature Mind.save +6 (+3 eff.) Confus- +10% ---------- misc Mana/turn +0.11 Max.mana +30.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +20% lightning +15% mind ----- def ----- Defense +10 (+4 eff.) Resists +9% mind Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 lightning +5 nature +8 light While equipped: dps ---------- Res.pen +5% lightning +7% all Acc +11 (+4 eff.) Apr +5 ----- def ----- Defense +6 (+2 eff.) Resists +3% light Disarm- +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +2 Mag dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +6% light +19% cold Spell.save +14 (+6 eff.) ---------- misc Max.mana +95.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 152.00 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 39% faster, and you are invisible (power 19). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 87 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Mind.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +15% physical Res.pen +10% cold ----- def ----- Defense +7 (+3 eff.) Mind.save +15 (+7 eff.) ---------- misc Max.psi +40.00 Light +3 Talents +1 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 84.13 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. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +4 nature While equipped: ----- def ----- Resists +15% mind Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +1.00 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Master Power 37.0 - 55.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +13 (+5 eff.) Apr +9 Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Ego+] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: dps ---------- Res.pen +7% all Acc +6 (+2 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego++] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 28 While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +8 (+3 eff.) ----- def ----- Disease- +14% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego++] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +7.0% Phys.spd +10% Acc +6 (+2 eff.) Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Disrupt/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +4 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +8% acid +9% cold +8% fire +9% lightning +4% all Spell.save +7 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +5% physical Acc +7 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
![]() 3.0 T2 shot ammo [Normal] Power 23.5 - 28.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% mind On Hit (Melee): * 8% chance to reduce all saves and defense by 31 On Melee Ret: * 18% chance to reduce all saves and defense by 31 ----- def ----- Armour +4 Fatigue +8% ---------- misc Max.psi +50.00 Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +11% mind +29% darkness +9% all Phys.save +11 (+8 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Psionic While equipped: Stats +5 Wil +4 Cun +4 Con dps ---------- Crit.mult +15.00% Acc +20 (+6 eff.) ----- def ----- Armour +4 Defense +36 (+11 eff.) Fatigue +7% Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +7 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% blight +12% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Dmg.mod +18% blight ----- def ----- Armour +9 Fatigue +22% HP.reg +3.10 ---------- misc Stam/turn +0.70 Vim/s.crit +2.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +20.00% S.pwr/crit +4 Melee+ 12 acid 13 fire Dmg.mod +3% arcane Melee Ret 10 acid 11 fire ----- def ----- Armour +9 Fatigue +22% Resists +13% acid +14% fire +9% nature ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Resists +6% temporal Spell.save +6 (+3 eff.) Die.at -20.00 life Disarm- +20% Confus- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Phys.crit +2.0% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +20 (+7 eff.) Phys.save +6 (+6 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% acid ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% darkness Spell.save +3 (+2 eff.) ---------- misc Stam/turn +0.40 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 108.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +2 Wil dps ---------- Dmg.mod +3% light On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +23% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+5 eff.) On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Spell.save +9 (+5 eff.) 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+7 eff.) S.pwr/crit +6 ----- def ----- Armour +2 Fatigue +3% Resists +2% physical Crit.dmg- 15.00% Silence- +20% Knockbk- +20% ---------- misc Mana/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% mind +6% temporal ----- def ----- Armour +3 Fatigue +5% ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +15 (+5 eff.) Resists +1% physical ---------- misc Max.stam +30.00 Light +6 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +9% lightning Res.pen +10% light +15% lightning Melee Ret 10 light ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 228 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Arcaneblademans the Skeleton Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 12:22 see stats
By Arcaneblademans the Skeleton Arcane Blade level 20
20th Dusk 122nd year of Ascendancy at 02:20 see stats
By Arcaneblademans the Skeleton Arcane Blade level 19
19th Dusk 122nd year of Ascendancy at 18:38 see stats
By Arcaneblademans the Skeleton Arcane Blade level 11
3rd Flare 122nd year of Ascendancy at 15:27 see stats
By Arcaneblademans the Skeleton Arcane Blade level 15
8th Dusk 122nd year of Ascendancy at 02:10 see stats
By Arcaneblademans the Skeleton Arcane Blade level 14
1st Dusk 122nd year of Ascendancy at 09:02 see stats
Log
Urkis, the High Tempest casts Lightning.
Arcaneblademans resists!
Hurricane from Urkis, the High Tempest hits Arcaneblademans for (12 to ice), 19 lightning (19 total damage).
Urkis, the High Tempest hits Arcaneblademans for (30 to ice), 45 lightning (45 total damage).
Urkis, the High Tempest's is no longer weakened.
Thunderstorm hits Arcaneblademans for (8 to ice), 11 lightning (11 total damage).
Urkis, the High Tempest casts Shock.
Arcaneblademans's is no longer weakened.
Hurricane from Urkis, the High Tempest hits Arcaneblademans for (15 to ice), 22 lightning (22 total damage).
Arcaneblademans resists!
Arcaneblademans shrugs off the effect 'Shocked'!
Urkis, the High Tempest's Shock hits Arcaneblademans for (28 to ice), 41 lightning (41 total damage).
Urkis, the High Tempest regains their energy.
Arcaneblademans resists!
Thunderstorm hits Arcaneblademans for (9 to ice), 13 lightning (13 total damage).
Urkis, the High Tempest casts Flame.
Talent Arcane Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Arcaneblademans for (15 to ice), 23 lightning (23 total damage).
Urkis, the High Tempest's Flame hits Arcaneblademans for (13 to ice), 20 fire (20 total damage).
Arcaneblademans performs a melee critical strike against Arcaneblademans!
Melee retaliation hits Iceblock for 17 cold, 11 cold (28 total damage).
Arcaneblademans hits Iceblock for 34 physical, 18 darkness, 14 lightning, 12 temporal, 20 mind, 20 physical, 11 lightning, 6 nature, 8 light, 12 darkness, 9 lightning, 8 temporal, 13 mind (181 total damage).
Urkis, the High Tempest is not dazed anymore.
Arcaneblademans resists!
Thunderstorm hits Arcaneblademans for (22 to ice), 34 lightning (34 total damage).
Arcaneblademans is free from the ice.
Urkis, the High Tempest casts Lightning.