









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 | 26 / 1% |
Size | medium |
Lifes / Deaths | Killed by Ivildamira the copperhead snake at level 12 on the 6th Flare 122nd year of Ascendancy at 02:46 0 / 6Killed by Emelobreda the bloated horror at level 16 on the 31st Dusk 122nd year of Ascendancy at 06:59 Killed by Emelerin the elven tempest at level 18 on the 58th Dusk 122nd year of Ascendancy at 16:56 Killed by Emelyrin the bandit at level 20 on the 65th Dusk 122nd year of Ascendancy at 18:29 Killed by Wrathroot at level 21 on the 73rd Dusk 122nd year of Ascendancy at 03:17 Killed by Velenn the thief at level 26 on the 50th Haze 122nd year of Ascendancy at 20:47 |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 59 (base 10) |
Constitution | 21 (base 10) |
Magic | 88 (base 57) |
Willpower | 21 (base 10) |
Cunning | 74 (base 50) |
Resources
Life | 730/730 |
Mana | 305/305 |
Stamina | 218/218 |
Healing Factor | 1.094804467222 |
Regeneration | 0.27370111680551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 42 |
Accuracy | 69 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 69 |
Crit Chance | 37% |
APR | 27 |
Speed | 0.90 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +15% |
Arcane | +24% |
Cold | +5% |
All | 0% |
Darkness | +18% |
Lightning | +56% |
Mind | +6% |
Fire | +6% |
Nature | +15% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +25% |
Cold | +5% |
Mind | +10% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 11 (55.65183292883%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 34 |
Mental Save | 34 |
Defense: Resistances
Arcane | + 12%( 74%) |
Mind | + 17%( 74%) |
All | + 9%( 74%) |
Lightning | + 64%( 74%) |
Light | + 29%( 74%) |
Temporal | + 20%( 74%) |
Physical | + 11%( 74%) |
Darkness | + 37%( 74%) |
Nature | + 23%( 74%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 52% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 32% |
Silence Resistance | 28% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 1147% for 10 turns (14 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Increases defense by 12. Mobile Defense |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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 mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Wil +8 Lck dps ---------- S.pwr/crit +8 Dmg.mod +15% blight +6% arcane ----- def ----- Armour +3 Stealth +7 Silence- +28% Confus- +32% Stun/Frz- +28% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +3 Con dps ---------- Dmg.mod +6% mind +6% nature Acc +25 (+6 eff.) ----- def ----- Die.at -40.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +5% mind +5% lightning Melee Ret 8 cold ----- def ----- Armour +1 Fatigue +1% Resists +18% lightning +7% temporal A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +7 Dex +4 Mag +4 Wil +2 Cun dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+2 eff.) Melee+ 4 arcane Dmg.mod +3% arcane Acc +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness +3% arcane ---------- misc Infravis +1 Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +5 darkness +6 arcane On Hit: 10% Manathrust 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Phasing +10% ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +6% nature Phys.save +9 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Disarm- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +6% acid +6% lightning +5% cold +9% nature +6% fire Res.pen +15% nature +5% mind ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +6% nature +3% mind +19% darkness +22% light Res.Cap +4% all Phys.save +18 (+6 eff.) Blind- +32% Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 1H weapon [Rare] 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +15% lightning +3% nature +6% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% lightning +5% cold +10% darkness ----- def ----- Resists +5% lightning +5% temporal +3% darkness A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +8 Con dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +12% darkness Acc +23 (+5 eff.) ----- def ----- Defense +12 (+3 eff.) Fatigue -6% Resists +2% physical Max.HP +79.00 ---------- misc Max.stam +15.00 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 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +13% temporal +14% cold +10% fire Pinning- +26% Knockbk- +31% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +4 Dex +6 Wil +3 Cun dps ---------- Mind.crit +2% Mind.pwr +20 (+8 eff.) Dmg.mod +9% fire ---------- misc Max.psi +30.00 Amulets make your neck look great! |
![]() 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% lightning Res.pen +6% all Acc +7 (+1 eff.) Apr +6 ----- def ----- Armour +4 Resists +3% acid Sharp, long, and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 lightning On Hit.r1 +4 fire While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +3% light +3% darkness Max.HP +60.00 Disease- +10% Disarm- +21% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Phasing +20% Melee+ +5 cold While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Crit.mult +20.00% Res.pen +10% physical ----- def ----- Die.at -20.00 life Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 1 While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Phys.save +3 (+1 eff.) Spell.save +9 (+5 eff.) Die.at -20.00 life HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% blight +10% fire +15% darkness ----- def ----- Defense +5 (+2 eff.) Resists +11% mind +15% fire +33% darkness +9% all Phys.save +11 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+8 eff.) ---------- misc Mana/turn +0.12 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% lightning +9% mind Res.pen +5% mind +20% nature ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +1 Resists +9% temporal +7% fire +1% physical +6% cold Phys.save +6 (+2 eff.) HP.reg +4.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+4 eff.) ---------- misc Psi/ret +0.04 Light +3 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane 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 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 202.95 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Die.at -20.00 life HP.reg +2.00 Teleport- +20% Reveal the area around you, dispelling darkness (radius 9, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Arcaneblademans the Skeleton Arcane Blade level 17
44th Dusk 122nd year of Ascendancy at 18:27 see stats
By Arcaneblademans the Skeleton Arcane Blade level 22
11st Haze 122nd year of Ascendancy at 15:27 see stats
By Arcaneblademans the Skeleton Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 08:36 see stats
By Arcaneblademans the Skeleton Arcane Blade level 20
65th Dusk 122nd year of Ascendancy at 15:39 see stats
By Arcaneblademans the Skeleton Arcane Blade level 17
32nd Dusk 122nd year of Ascendancy at 09:25 see stats
By Arcaneblademans the Skeleton Arcane Blade level 6
6th Mirth 122nd year of Ascendancy at 07:43 see stats
By Arcaneblademans the Skeleton Arcane Blade level 22
12nd Haze 122nd year of Ascendancy at 00:45 see stats
By Arcaneblademans the Skeleton Arcane Blade level 14
10th Flare 122nd year of Ascendancy at 19:51 see stats
By Arcaneblademans the Skeleton Arcane Blade level 22
12nd Haze 122nd year of Ascendancy at 03:42 see stats
By Arcaneblademans the Skeleton Arcane Blade level 14
6th Dusk 122nd year of Ascendancy at 16:04 see stats
Log
Ce'Nema the bandit misses Arcaneblademans.
Velenn the thief uses Infusion: Healing.
Velenn the thief receives 125 healing from Infusion: Healing.
Velenn the thief uses Venomous Strike.
A shield forms around Arcaneblademans.
Velenn the thief performs a melee critical strike against Arcaneblademans!
Your shield crumbles under the damage!
The shield around Arcaneblademans crumbles.
Arcaneblademans slows down.
Arcaneblademans's Dual Strike is disrupted by crippling poison!
Arcaneblademans's Rune: Shatter Afflictions is disrupted by crippling poison!
Arcaneblademans's Arcane Strike is disrupted by crippling poison!
Melee retaliation hits Velenn the thief for 7 cold, 7 cold (14 total damage).
Velenn the thief receives 9 healing from Ruin.
Velenn the thief hits Arcaneblademans for (181 absorbed), 0 nature, (23 absorbed), 0 blight, (25 absorbed), 0 lightning, (124 absorbed), 110 nature, 23 blight (132 total damage).
Ce'Nema the bandit casts Brandish.
Ce'Nema the bandit misses Arcaneblademans.
Ce'Nema the bandit misses Arcaneblademans.
Velenn the thief casts Virulent Strike.
Arcaneblademans resists the vile poison!
Ruin hits Velenn the thief for 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [35 healing].
Melee retaliation hits Velenn the thief for 7 cold, 7 cold, 7 cold, 7 cold (28 total damage).
Velenn the thief hits Arcaneblademans for 265 physical, 23 blight, 242 physical, 23 blight, 93 blight, 23 blight, 72 blight, 23 blight (765 total damage).
Arcaneblademans the level 26 skeleton arcane blade was infected to death by Velenn the thief on level 1 of Unknown tunnels.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Velenn the thief killed Arcaneblademans!
Saving game...
Saving done.