











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 30 / 88% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 30 on the 57th Dusk 124th year of Ascendancy at 16:15 / 1 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 18 (base 15) |
Constitution | 12 (base 10) |
Magic | 76 (base 60) |
Willpower | 61 (base 50) |
Cunning | 20 (base 11) |
Resources
Life | -88/454 |
Mana | 107/732 |
Healing Factor | 1.0191526171257 |
Regeneration | 1.2739407714071 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.0872192862953E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 12 |
Offense: Mainhand
Damage | 40 |
Accuracy | 35 |
Crit Chance | 30% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Blight | +22% |
Lightning | +61% |
Cold | +36% |
All | +16% |
Offense: Damage Penetration
Darkness | +25% |
Blight | +20% |
Physical | +20% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 49 |
Mental Save | 41 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 16%( 70%) |
Cold | + 63%( 70%) |
All | + 11%( 70%) |
Darkness | + 23%( 70%) |
Light | + 34%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 46%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Pinning Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 101 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (78 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% 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. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 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 failed to protect the lost sun paladin from death by Walffe. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+6 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 Encumbrance T1 shot ammo [Ego] Arcane Weapon Damage 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 23 On-ranged-hit +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats +1 Mag offense ------ Ignore resists +10% physical On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +4 Defense +30 (+10 eff.) Resistance +9% nature Unlife -80.00 life Life +58.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +5 Fatigue +5% Resistance +30% fire +18% light +16% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil offense ------ Damage +20% cold defense ------ Resistance +9% lightning +15% temporal +34% cold other ------- See Invisibility +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +10 (+5 eff.) Spellpower +7 (+2 eff.) Mindpower +10 (+3 eff.) Damage +5% all Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Defense +14 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Critical power +20.00% Damage +6% blight Ignore resists +15% darkness +20% blight defense ------ Fatigue -7% Resistance +6% darkness other ------- Encumbrance +31 Max mana +100.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Spell Crit +20% Critical power +17.00% Spellpower +15 (+4 eff.) Damage +30% lightning Ignore resists +10% darkness +10% physical Accuracy +30 (+11 eff.) defense ------ Resistance +18% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +12% Mind Crit +12% Critical power +10.00% Spellpower +8 (+2 eff.) defense ------ Armor +3 Fatigue +5% other ------- Mana/turn +0.21 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. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +14 (+4 eff.) Damage +11% all defense ------ Resistance +8% lightning +8% darkness +8% light +6% blight +9% fire +8% cold +11% all Physical save +11 (+5 eff.) Spell save +23 (+8 eff.) Mind save +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Defense +2 (+1 eff.) Spell save +8 (+3 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -7% Life Regen +1.00 other ------- Mana/turn +0.24 Max mana +32.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats +6 Dex offense ------ Accuracy +12 (+5 eff.) defense ------ Life Regen +4.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +7 (+3 eff.) defense ------ Life +53.00 Life Regen +10.00 Healmod +12% Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+3 eff.) Resistance +5% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +3 Dex offense ------ Damage +6% acid +15% fire Ignore resists +25% arcane defense ------ Defense +3 (+1 eff.) Resistance +18% acid +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +25% fire Accuracy +8 (+4 eff.) defense ------ Armor +2 Resistance +5% arcane Physical save +7 (+3 eff.) Spell save +15 (+5 eff.) Mind save +7 (+3 eff.) Unlife -80.00 life Poison Resist +20% Disarm Resist +35% Teleport Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +4 Wil offense ------ Damage +12% cold other ------- Mana-on-crit +2.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 36 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% physical When Hit 6 physical defense ------ Defense +25 (+8 eff.) Resistance +12% blight Physical save +18 (+9 eff.) Setup a psionic shield, reducing all damage taken by 165 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% lightning When Hit 4 lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% acid +9% darkness +9% light +12% nature Fire a magical bolt dealing 537 cold damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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 Walffe the Shalore Archmage level 29
57th Regrowth 124th year of Ascendancy at 10:45 see stats
By Walffe the Shalore Archmage level 14
26th Haze 122nd year of Ascendancy at 15:26 see stats
By Walffe the Shalore Archmage level 26
20th Dusk 123rd year of Ascendancy at 13:09 see stats
By Walffe the Shalore Archmage level 20
7th Decay 122nd year of Ascendancy at 20:13 see stats
By Walffe the Shalore Archmage level 28
40th Regrowth 124th year of Ascendancy at 10:39 see stats
By Walffe the Shalore Archmage level 10
47th Dusk 122nd year of Ascendancy at 23:23 see stats
By Walffe the Shalore Archmage level 20
6th Decay 122nd year of Ascendancy at 01:05 see stats
By Walffe the Shalore Archmage level 30
25th Dusk 124th year of Ascendancy at 21:07 see stats
By Walffe the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 16:04 see stats
By Walffe the Shalore Archmage level 28
54th Regrowth 124th year of Ascendancy at 15:06 see stats
By Walffe the Shalore Archmage level 30
57th Dusk 124th year of Ascendancy at 16:15 see stats
By Walffe the Shalore Archmage level 11
7th Haze 122nd year of Ascendancy at 12:13 see stats
By Walffe the Shalore Archmage level 24
55th Regrowth 123rd year of Ascendancy at 04:40 see stats
By Walffe the Shalore Archmage level 24
7th Mirth 123rd year of Ascendancy at 14:29 see stats
By Walffe the Shalore Archmage level 19
67th Haze 122nd year of Ascendancy at 20:37 see stats
By Walffe the Shalore Archmage level 18
65th Haze 122nd year of Ascendancy at 22:29 see stats
Log
Something hits Walffe for (23 absorbed), (288 absorbed), (288 mana), 0 cold, 220 darkness (220 total damage).
Walffe's arcane area effect hits Skeleton master archer for 51 lightning, 64 arcane (115 total damage).
Walffe casts Temporal Shield.
The very fabric of time alters around Walffe.
Walffe casts Rune: Manasurge.
Walffe starts to surge mana.
Spikes of Decrepitude hits Walffe for (33 to time), 0 cold, (40 to time), 0 darkness (0 total damage).
Something hits Walffe for (68 to time), 0 cold (0 total damage).
Skeleton master archer shoots!
Walffe loses sight!
Walffe's arcane area effect hits Skeleton master archer for 30 lightning, 38 arcane (69 total damage).
Walffe is freed from the rigor mortis.
Bane of Blindness from Celia hits Walffe for (76 to time), 0 darkness (0 total damage).
Resting starts...
Spikes of Decrepitude hits Walffe for (33 to time), 0 cold, (40 to time), 0 darkness (0 total damage).
Something hits Walffe for (68 to time), 0 cold (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around Walffe stabilizes to normal.
The powerful time-altering energies generate a restoration field on Walffe.
Rested for 1 turns (stop reason: taken damage).
Something hits Walffe for (1 to time), 336 darkness (336 total damage).
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Walffe casts Teleport.
Talent Lightning is ready to use.
Bane of Blindness from Celia hits Walffe for 76 darkness damage.
Walffe receives 37 healing from Temporal Restoration Field.
Walffe the level 30 shalore archmage was shadowed to death by Celia on level 2 of Last Hope Graveyard.