










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!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. Better Item Description 1.6.6This 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 1.6.5Quality 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 | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 13 / 46% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 47 (base 27) |
| Dexterity | 48 (base 39) |
| Constitution | 34 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 575/575 |
| Stamina | 111/111 |
| Healing Factor | 1.295336564623 |
| Regeneration | 1.1010360799296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 33 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 53.517289504398 (81.151787968034%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 21 |
| Physical Save | 27 |
| Spell Save | 11 |
| Mental Save | 9 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 99% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (4/4)
| 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. |
| 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 152 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 71 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. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 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 |
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 | pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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 | rough leather cap 'Eiliniwe' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.pwr +5 (+3 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | quick elm wand of shielding [power 92] (14 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 92 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Around waist | rough leather belt 'Poriwe'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Max.HP +20.00 HP.reg +0.60 Heal.mod +11% Confus- +10% ---------- misc Equi/ret +0.12 Psi/ret +0.08 A belt that goes around your waist. |
| In main hand | iron mace of massacre (20-28 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
| Main armor | impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
| In off hand | reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 9-11 power, 41 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
Inventory
wild infusion (res 16%; mental; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 16; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
teleportation rune (range 26; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arakira0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% physical Apr +2 ----- def ----- Crit.dmg- 5.00% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Sunoath0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane +3% light Phys.save +6 (+3 eff.) HP.reg +2.00 Disease- +10% Stun/Frz- +20% Rings make your fingers look great! |
flaming iron dagger of paradox (9-11 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 temporal On Hit.r1 +6 fire While equipped: ----- def ----- Resists +6% temporal Sharp, short and deadly. |
acidic iron longsword of massacre (15-21 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Sharp, long, and deadly. |
iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold Spell.save +7 (+7 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all Spell.save +16 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belann the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +6 Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +2% Resists +6% fire Die.at -40.00 life Max.HP +20.00 Silence- +40% Confus- +22% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Nerowyn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Resists +3% nature +2% physical Phys.save +15 (+7 eff.) Heal.mod +5% Silence- +24% Confus- +21% Stun/Frz- +21% ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Bokiregund the Flareshaper (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +7 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +11% light +6% fire +11% darkness +3% mind ---------- misc Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Shockwind' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +1 Fatigue +1% Resists +24% lightning ---------- misc Stam/ret +0.80 Equi/ret +1.00 A cap made of leather. |
stabilizing linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +11% blight Max.HP +26.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Beerath the iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Melee Ret 8 mind ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning ---------- misc Hate/m.crit +1.00 Light +1 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 10-12 power, 16 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd 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 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Delebers [power 284] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +1 Mag +1 Con ----- def ----- Armour +4 Resists +6% darkness Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to heal for 30. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
6 ametrine0.0 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. |
3 citrine0.0 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. |
6 zircon0.0 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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gogol the Ghoul Bulwark level 10
7th Flare 122nd year of Ascendancy at 22:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Gogol the Ghoul Bulwark level 10
8th Flare 122nd year of Ascendancy at 14:48 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Gogol the Ghoul Bulwark level 7
2nd Summertide 122nd year of Ascendancy at 06:50 see stats
Log
Skeleton magus casts Flame.
Gogol is on fire!
Skeleton magus's Flame hits Gogol for (59 blocked), 0 fire (0 total damage).
Burning from Skeleton magus hits Gogol for (19 blocked), 0 fire (0 total damage).
Gogol uses Shield Pummel.
You collect a new ingredient: skeleton mage skull (1).
Gogol hits Skeleton magus for 68 physical, 8 mind, 98 physical (176 total damage).
Gogol killed Skeleton magus!
Burning from Skeleton magus hits Gogol for (19 absorbed), 0 fire (0 total damage).
The shield around Gogol crumbles.
Talent Rush is ready to use.
Burning from Skeleton magus hits Gogol for (19 absorbed), 0 fire (0 total damage).
Resting starts...
Gogol stops burning.
Talent Shield Pummel is ready to use.
Talent Repulsion is ready to use.
Talent Shield Slam is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 56 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 52 turns (stop reason: at exit).
Gogol rushes out!
You can only rush to a creature.
Gogol rushes out!
You can only rush to a creature.









































































