









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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:
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 | Light |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Drem |
Class | Anorithil |
Level / Exp | 24 / 88% |
Size | medium |
Lifes / Deaths | Killed by Aerothra the stone troll at level 24 on the 18th Profit 122nd year of Ascendancy at 20:34 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 17 (base 10) |
Magic | 84 (base 54) |
Willpower | 12 (base 10) |
Cunning | 63 (base 52) |
Resources
Equilibrium | 0 |
Life | -198/532 |
Positive | 91/119 |
Paradox | 600 |
Negative | 61/119 |
Healing Factor | 1.062941519274 |
Regeneration | 0.26573537981851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -6.6613381477509E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
Offense: Mainhand
Damage | 39 |
Accuracy | 16 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +53% |
Fire | +53% |
Darkness | +8% |
Arcane | +79% |
Cold | +53% |
All | +8% |
Offense: Damage Penetration
Arcane | +25% |
Lightning | +25% |
Fire | +25% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 1 |
Physical Save | 20 |
Spell Save | 44 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 22%( 70%) |
Light | + 42%( 70%) |
Physical | + 33%( 70%) |
Fire | + 17%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 17%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Silence Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 40% |
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 330 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 34 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 263/263 damage before it crumbles. Damage Shield |
Quests
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Chronomancy/Energy tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Wild-gift/Harmony tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * The Light is almost complete again. Only a small bit is missing, and you can feel it calling from the ruined city to the east. * Travel through the old, abandoned dwarven tunnels and enter the ruins of Old Mythrescar. Find the last missing piece so you can be whole again. | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 52% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | The Blazing Light The Blazing LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes stats: +5 Mag Changes resistances: +30% light Changes damage: +8% all Damage affinity(heal): +10% light Physical save: +8 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +8 (+3 eff.) Silence immunity: +40% Maximum life: +40.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Light radius: +7 An orb that has long tendrils of light streaming off of it. They try to lash out at anything that threatens you, but are too weak to cause any harm. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +3 Dex Spell save: +3 (+1 eff.) Mana each turn: +0.13 Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Vim when firing critical spell: +2.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 13% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +11% arcane Changes damage: +11% arcane Spell save: +10 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | Cord of the Steeled Mind Cord of the Steeled MindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Talent granted: +1 Iron Resolve Spell save: +5 (+2 eff.) Mental save: +16 (+5 eff.) Confusion immunity: +20% Stun/Freeze immunity: +21% Mindpower: +2 (+1 eff.) Steampower: +4 (+1 eff.) Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 6.0%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Armour: +3 Changes resistances: +3% all Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +25 (+6 eff.) Spell crit. chance: +10% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Damage (Melee): 4 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances: +7% darkness Infravision radius: +2 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 ice / +9 darkness / +9 fire / +9 lightning / +9 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% 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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 darkness, 5 cold 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 7 nature / 9 mind Changes stats: +4 Wil Changes resistances: +6% cold Changes resistances penetration: +15% mind Critical mult.: +5.00% Poison immunity: +10% Life regen: +4.00 Only die when reaching: -20.00 life Mindpower: +20 (+10 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +3% nature Poison immunity: +22% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Lck / +3 Cun Activating this item is instant. It can be used to activate talent All That Glitters (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 21.46 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). When wielded/worn: Defense: +17 (+15 eff.) Changes resistances penetration: +15% light / +15% arcane Changes damage: +3% arcane / +31% fire Talent granted: +1 Command Staff Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Healing mod.: +24% Damage Shield penetration: +19% Damage Shield Power: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +5.0% Physical power: +5 (+3 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 16% chance to reduce damage dealt by 16% Damage (Melee): 4 mind / 5 temporal Changes stats: +5 Cun / +2 Mag Changes resistances: +26% light / +11% darkness Changes damage: +3% temporal / +2% mind / +12% arcane Spell save: +19 (+6 eff.) Mental save: +5 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness Damage (radius 2) on crit: +13 light / +15 darkness Damage conversion: 10% mind / 10% temporal It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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 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. [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 309/400. 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. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 335 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 40. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag / +2 Con Changes damage: +9% blight Infravision radius: +3 See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% blight / +5% arcane / +6% light Changes resistances penetration: +5% lightning Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Knockback immunity: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 75 lightning damage and will be dazed for 1 turn (379 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Erenklin the Drem Anorithil level 10
22nd Voratun 122nd year of Ascendancy at 00:18 see stats
By Erenklin the Drem Anorithil level 20
9th Profit 122nd year of Ascendancy at 07:22 see stats
By Erenklin the Drem Anorithil level 21
10th Profit 122nd year of Ascendancy at 12:46 see stats
By Erenklin the Drem Anorithil level 16
1st Acquisition 122nd year of Ascendancy at 18:24 see stats
Log
Aerothra the stone troll is doomed!
Erenklin hits Aerothra the stone troll for (19 flat reduction), 93 fire, (19 flat reduction), 31 cold, (19 flat reduction), 50 lightning, (19 flat reduction), 78 arcane (252 total damage).
Aerothra the stone troll uses Clinch.
Erenklin is grappled!
Aerothra the stone troll is engaged in a grapple!
Aerothra the stone troll hits Erenklin for (23 dissipated), (53 absorbed), 0 physical, (4 dissipated), (8 absorbed), 0 arcane (0 total damage).
Melee retaliation hits Aerothra the stone troll for (9 flat reduction), 0 fire, (4 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (6 flat reduction), 0 arcane, (14 flat reduction), 0 fire, (6 flat reduction), 0 cold, (9 flat reduction), 0 lightning, (10 flat reduction), 0 arcane (0 total damage).
Grappled from Aerothra the stone troll hits Erenklin for (15 dissipated), (34 absorbed), 0 physical (0 total damage).
Grappling hits Erenklin for (2 dissipated), (5 absorbed), 0 physical, (0 dissipated), (1 absorbed), 0 physical, (1 dissipated), (2 absorbed), 0 physical, (1 dissipated), (3 absorbed), 0 physical (0 total damage).
Erenklin's light area effect hits Aerothra the stone troll for (19 flat reduction), 40 fire, (19 flat reduction), 6 cold, (19 flat reduction), 18 lightning, (19 flat reduction), 24 arcane (88 total damage).
Aerothra the stone troll throws a finishing uppercut.
Your shield crumbles under the damage!
The shield around Erenklin crumbles.
Erenklin is stunned!
Aerothra the stone troll hits Erenklin for (26 dissipated), (73 absorbed), 80 physical, (4 dissipated), 8 arcane (88 total damage).
Melee retaliation hits Aerothra the stone troll for (7 flat reduction), 0 fire, (3 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (5 flat reduction), 0 arcane, (12 flat reduction), 0 fire, (5 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (9 flat reduction), 0 arcane (0 total damage).
Black Blood Bleeding from Erenklin hits Aerothra the stone troll for (9 flat reduction), 0 fire, (4 flat reduction), 0 cold, (5 flat reduction), 0 lightning, (6 flat reduction), 0 arcane (0 total damage).
Impending Doom from Erenklin hits Aerothra the stone troll for (9 flat reduction), 0 fire, (4 flat reduction), 0 cold, (6 flat reduction), 0 lightning, (7 flat reduction), 0 arcane, (9 flat reduction), 0 fire, (4 flat reduction), 0 cold, (6 flat reduction), 0 lightning, (7 flat reduction), 0 arcane (0 total damage).
Erenklin uses From Below It Devours.
Hungering mouth uses Call of Amakthel.
Aerothra the stone troll is pulled in!
Aerothra the stone troll uses Take Down.
Erenklin is free from the grapple.
Aerothra the stone troll has released the hold.
Aerothra the stone troll hits Hungering mouth for 699 physical damage.
Aerothra the stone troll hits Erenklin for (21 dissipated), 50 physical, (3 dissipated), 7 arcane, (26 dissipated), 464 physical (521 total damage).
Melee retaliation hits Aerothra the stone troll for (4 flat reduction), 0 fire, (2 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (6 flat reduction), 0 fire, (3 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (4 flat reduction), 0 arcane (0 total damage).
Erenklin the level 24 drem anorithil was cleaved to death by Aerothra the stone troll on level 1 of Abandoned Dwarven Tunnels.
A shield forms around Erenklin.