











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- 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:
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:
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. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training 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 | Higher |
Class | Arcane Blade |
Level / Exp | 23 / 20% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 8th Mirth 122nd year of Ascendancy at 16:30 0 / 6Killed by Xereyama the sick giant venus flytrap at level 11 on the 8th Mirth 122nd year of Ascendancy at 19:49 Killed by Geleth the green mold at level 11 on the 2nd Summertide 122nd year of Ascendancy at 15:46 Killed by Emirelle the lesser vampire at level 22 on the 28th Haze 122nd year of Ascendancy at 17:03 Killed by Emirelle the lesser vampire at level 22 on the 28th Haze 122nd year of Ascendancy at 18:21 Killed by Polynne the drem at level 23 on the 33rd Haze 122nd year of Ascendancy at 06:02 |
Primary Stats
Strength | 40 (base 20) |
Dexterity | 32 (base 21) |
Constitution | 10 (base 10) |
Magic | 70 (base 51) |
Willpower | 24 (base 10) |
Cunning | 30 (base 23) |
Resources
Life | -96/624 |
Mana | 227/382 |
Stamina | 159/201 |
Healing Factor | 1.2300003099961 |
Regeneration | 1.1685002944963 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 39.446758763835 |
See Invisible | 31.446758763835 |
Offense: Mainhand
Damage | 61 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 15 |
Speed | 0.91 |
Offense: Offhand
Damage | 15 |
Accuracy | 48 |
Crit Chance | 23% |
APR | 9 |
Speed | 0.91 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Arcane | +8% |
Cold | +35% |
All | +5% |
Lightning | +20% |
Light | +26% |
Temporal | +17% |
Fire | +14% |
Nature | +10% |
Offense: Damage Penetration
Temporal | +5% |
Arcane | +30% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Acid | + 9%( 73%) |
Arcane | + 7%( 73%) |
Cold | + 45%( 73%) |
All | 0%( 73%) |
Lightning | + 24%( 73%) |
Temporal | + 22%( 73%) |
Physical | + 1%( 73%) |
Darkness | + 3%( 73%) |
Fire | + 15%( 73%) |
Nature | + 6%( 73%) |
Defense: Immunities
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
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 297 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 820% for 10 turns (16 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 378 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)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 Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength 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 have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 black mamba head. * You've found the needed warg claw. * You've found the needed minotaur nose. | 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 within11 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Frostpulverizer (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +3.0% (-) Physical power: +3 (+1 eff.) (-) Armour: +1 (-) Damage when hit (Melee): 2(-) cold Changes resistances: +9%(-) acid Reduces incoming crit damage: 10.00% (-) Physical save: +3 (+1 eff.) (-) Mental save: +6 (+3 eff.) (-) Maximum life: +40.00 (-) Healing mod.: +10% (-) A pair of boots made of leather. |
Light source | ![]() Guldamira Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1(-) Cun Changes resistances: +7%(-) cold / +7%(-) temporal Critical mult.: +10.00% (-) Reduces incoming crit damage: 5.00% (-) Mental save: +8 (+4 eff.) (-) Light radius: +8 (-) See stealth: +13 (-) See invisible: +5 (-) Defense after a teleport: +13 (-) Resist all after a teleport: +12% (-) New effects duration reduction after a teleport: +15% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.73 to 113.19 lightning damage (75.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() dwarven-steel gauntlets 'Aeruwe' (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 8(-) nature / 9(-) fire Changes stats: +4(-) Str / +2(-) Mag / +3(-) Wil Changes resistances: +6%(-) nature / +6%(-) fire Changes damage: +5%(-) nature / +4%(-) fire 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. |
Tool | ![]() Kindleclamor the steel torque of mindblast [power 170] (12/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1(-) Wil Changes resistances: +9%(-) fire Changes resistances penetration: +25%(-) arcane Maximum mana: +60.00 (-) Spellpower: +20 (+5 eff.) (-) It can be used to blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Chamirin the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Changes stats: +4(-) Str Stamina each turn: +3.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() gold ring 'Dawnwaker' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +0 (-6) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-4) Str Changes resistances: +28% cold / +12% temporal Changes resistances penetration: +5% temporal Changes damage: +12% temporal / +14% cold / +21% light / +5% all Stamina each turn: +0.00 (-3.00) Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Ivewen Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +6 (+2 eff.) (-) Changes stats: +6(-) Mag Changes resistances cap: +3%(-) all Changes damage: +6%(-) acid / +5%(-) fire / +6%(-) cold / +5%(-) lightning Physical save: +10 (+5 eff.) (-) Mana each turn: +0.19 (-) Mana when firing critical spell: +2.00 (-) Spellpower on spell critical (stacks up to 3 times): +11 (-) Maximum mana: +20.00 (-) Spellpower: +18 (+4 eff.) (-) Spell crit. chance: +4% (-) Amulets make your neck look great! |
In main hand | ![]() Morrigor (50-70 power, 12 apr) Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) On weapon hit: * deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talents granted: +1.00(-) Soul Purge Spellpower: +24 (+6 eff.) (-) Spell crit. chance: +12% (-) It can be used to activate talent Double Strike (costing 3 power out of 3/3) : Effective talent level: 3.0 Power cost: 3 out of 3/3. Range: melee/personal Travel Speed: instantaneous Description: Deliver two quick punches that deal 73% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | ![]() Galelach the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) (-) Changes resistances: +1%(-) physical Life regen: +0.70 (-) Only die when reaching: -80.00 life (-) Maximum life: +80.00 (-) Healing mod.: +13% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A belt that goes around your waist. |
In off hand | ![]() Cloudusher the steel dagger (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-38.5 - -55.0) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-6) Crit. chance: +5.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target + 25% chance for lightning to strike from the target to a second target dealing 111 damage On weapon crit: + Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 On weapon kill: - swallows the victim's soul, gaining a new power Damage (Melee): +4 arcane Damage (radius 2) on crit: +8 lightning / +8 arcane When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent granted: +0(+-1) Soul Purge Spellpower: +0 (+0 eff.) (-24 (-6 eff.)) Spell crit. chance: +0% (-12%) Combat speed: +10% Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() linen cloak 'Nerabrenn' (21 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +2 (+0 eff.) (-) Armour: +2 (-) Defense: +21 (+7 eff.) (-) Fatigue: -3% (-) Changes resistances: +3%(-) darkness / +3%(-) temporal Physical save: +3 (+1 eff.) (-) Confusion immunity: +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Hazemaster the hardened leather armour (14 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +7.0% (-) Physical power: +12 (+4 eff.) (-) Armour: +6 (-) Defense: +14 (+4 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 2(-) cold Changes stats: +6(-) Str / +8(-) Dex / +5(-) Mag / +9(-) Wil / +6(-) Cun Changes resistances: +14%(-) lightning Mental save: +10 (+5 eff.) (-) Spellpower: +10 (+2 eff.) (-) Spell crit. chance: +6% (-) Mindpower: +12 (+6 eff.) (-) Mental crit. chance: +6% (-) Movement speed: +20% (-) A suit of armour made of leather. |
Inventory
![]() blink rune of the warrior (range 7; phase 26; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stormshield rune (threshold 17; blocks 3; dur 4; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. copper ring of time (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-4) Str Changes resistances: +10% temporal Changes damage: +10% temporal Stamina each turn: +0.00 (-3.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() gladiator's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +0 (-6) Damage (Melee): 0(-10) item manaburn arcane Changes stats: +4(-) Str / +6 Con Stamina each turn: +0.00 (-3.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() short ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0(-35.0 - -52.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 (-9) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: - swallows the victim's soul, gaining a new power When wielded/worn: Changes damage: +15% arcane Talents granted: +0(+-1) Soul Purge +1 Command Staff Spellpower: +6 (+2 eff.) (-18 (-4 eff.)) Spell crit. chance: +2% (-10%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Olaradas the steel waraxe (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3(-35.5 - -49.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-9) Crit. chance: +8.0% (+1.0%) Attack speed: 100% (-) On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: - swallows the victim's soul, gaining a new power Damage (Melee): +8 light Damage against: +7% Undead When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 10 physical Changes resistances penetration: +15% blight Talent granted: +0(+-1) Soul Purge Physical save: +15 (+8 eff.) Spellpower: +0 (+0 eff.) (-24 (-6 eff.)) Spell crit. chance: +0% (-12%) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Daimirim the Shadowsteel (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-47.5 - -67.2) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-4.5%) Attack speed: 100% (-) On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: - swallows the victim's soul, gaining a new power Damage (radius 1) on hit: +16 darkness When wielded/worn: Changes stats: +2 Con Talents granted: +0(+-1) Soul Purge +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +18 (+9 eff.) Equilibrium when hit: +0.50 Hate when firing a critical mind attack: +4.00 Spellpower: +0 (+0 eff.) (-24 (-6 eff.)) Spell crit. chance: +0% (-12%) Mindpower: +17 (+7 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. creative vined mindstar (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-44.5 - -64.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Crit. chance: +3.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: - swallows the victim's soul, gaining a new power When wielded/worn: Changes stats: +3 Cun Talents granted: +0(+-1) Soul Purge +1 Attune Mindstar Critical mult.: +5.00% Spellpower: +0 (+0 eff.) (-24 (-6 eff.)) Spell crit. chance: +0% (-12%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. enhanced cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-7.0%) Attack speed: 100% (-) Firing range: +7 On weapon hit: - deal 37.80 arcane and 36.75 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: - swallows the victim's soul, gaining a new power When wielded/worn: Changes stats: +4 Str / +3 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +0(+-1) Soul Purge Spellpower: +0 (+0 eff.) (-24 (-6 eff.)) Spell crit. chance: +0% (-12%) Slings are used to hurl stones or metal shots at your foes. |
![]() Gisin (17/17, 29-35 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +2 Crit. chance: +8.5% Capacity: 17 Travel speed: +200% Damage Shield penetration (this weapon only): +30% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() stralite mail armour 'Unrudontir' (13 def, 19 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +19 (+13) Defense: +13 (+4 eff.) (-1 (+0 eff.)) Fatigue: +12% (+4%) Damage when hit (Melee): 0(-2) cold Changes stats: +0(-6) Str / +0(-8) Dex / +0(-5) Mag / +0(-9) Wil / +3(-3) Cun Changes resistances: +10% acid / +2% physical / +32% cold / +9% nature / +0%(-14%) lightning Changes damage: +6% arcane Allows you to breathe in: water Reduces incoming crit damage: 5.00% Mental save: +17 (+8 eff.) (+7 (+3 eff.)) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +0 (+0 eff.) (-10 (-2 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +0 (+0 eff.) (-12 (-6 eff.)) Mental crit. chance: +0% (-6%) Movement speed: +0% (-20%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-10 (-3 eff.)) Changes stats: +7 Cun / +8 Wil Changes resistances: +0%(-1%) physical Talent mastery: +0.20 Wild-gift / Harmony Life regen: +0.00 (-0.70) Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-80.00) Mindpower: +15 (+7 eff.) Mental crit. chance: +15% Healing mod.: +0% (-13%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 120% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
[vs. Kindleclamor the steel torque of mindblast [power 170] (12/15 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3(+2) Wil Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-25%) arcane Maximum mana: +0.00 (-60.00) Spellpower: +0 (+0 eff.) (-20 (-5 eff.)) 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Brudo the Higher Arcane Blade level 15
12nd Dusk 122nd year of Ascendancy at 00:18 see stats
By Brudo the Higher Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 00:42 see stats
By Brudo the Higher Arcane Blade level 20
45th Dusk 122nd year of Ascendancy at 01:08 see stats
By Brudo the Higher Arcane Blade level 20
45th Dusk 122nd year of Ascendancy at 02:43 see stats
By Brudo the Higher Arcane Blade level 20
25th Haze 122nd year of Ascendancy at 04:21 see stats
By Brudo the Higher Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 22:29 see stats
By Brudo the Higher Arcane Blade level 16
24th Dusk 122nd year of Ascendancy at 00:52 see stats
By Brudo the Higher Arcane Blade level 21
27th Haze 122nd year of Ascendancy at 15:07 see stats
By Brudo the Higher Arcane Blade level 15
18th Dusk 122nd year of Ascendancy at 06:42 see stats
Log
Brudo is cured!
Brudo lessens the pain.
Brudo is confused and fails to use Flurry.
Brudo's spell attains critical power!
Thunderstorm hits Polynne the drem for 68 lightning damage.
Thunderstorm hits Aeryth the rogue for 32 lightning damage.
Decrepitude Disease from Aeryth the rogue hits Brudo for 27 blight damage.
Weakness Disease from Aeryth the rogue hits Brudo for 35 blight damage.
Brudo hits Polynne the drem for 18 lightning damage.
Aeryth the rogue breathes lightning!
Brudo is stunned!
Aeryth the rogue hits Brudo for 164 lightning damage.
Brudo is dazed!
Polynne the drem hits Brudo for 146 physical, 11 light, 4 mind (161 total damage).
Melee retaliation hits Polynne the drem for 2 cold damage.
Brudo is confused and fails to use Teleport.
Brudo is not dazed anymore.
Brudo seems more focused.
Brudo's spell attains critical power!
Brudo hits Polynne the drem for 8 lightning damage.
Thunderstorm hits Polynne the drem for 29 lightning damage.
Thunderstorm hits Aeryth the rogue for 16 lightning damage.
Decrepitude Disease from Aeryth the rogue hits Brudo for 27 blight damage.
Weakness Disease from Aeryth the rogue hits Brudo for 35 blight damage.
Aeryth the rogue casts Cyst Burst.
Polynne the drem hits Brudo for 123 physical damage.
Melee retaliation hits Polynne the drem for 2 cold damage.
Brudo the level 23 higher arcane blade was splattered to death by Polynne the drem on level 4 of The Maze.
The furious lightning storm around Brudo calms down and disappears.