Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 22 / 58% |
Size | big |
Lifes / Deaths | Killed by Xobretta the maulotaur at level 22 on the 37th Haze 122nd year of Ascendancy at 02:01 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 23 (base 11) |
Magic | 71 (base 48) |
Willpower | 68 (base 48) |
Cunning | 16 (base 11) |
Resources
Life | -20/309 |
Mana | 98/577 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
Offense: Mainhand
Damage | 32 |
Accuracy | 20 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +42% |
Acid | +12% |
Darkness | +4% |
Blight | +9% |
Arcane | +20% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Temporal | +5% |
Lightning | +10% |
Cold | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 19 (35.65183292883%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 34 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 26%( 70%) |
Light | + 22%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 20%( 70%) |
Darkness | + 22%( 70%) |
Cold | + 19%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 22% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
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 390 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 102 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 (41 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Cunning stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
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 injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | 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 worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Willpower 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 within4 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 | pair of rough leather boots 'Cloudslicer' (0 def, 3 armour) pair of rough leather boots 'Cloudslicer' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +3% blight Melee Ret 2 lightning ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | brass lantern 'Darkfist' brass lantern 'Darkfist'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% temporal Phasing +10% Melee Ret 2 blight 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 20% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Strikesmash' (0 def, 4 armour) dwarven-steel helm 'Strikesmash' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +6% cold +3% acid Res.pen +10% lightning +10% cold ----- def ----- Armour +4 Fatigue +4% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ash wand of lightning storm 'Xerirakira' [power 194] (15 cooldown) ash wand of lightning storm 'Xerirakira' [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +15% acid Melee Ret 8 acid ---------- misc Max.hate +8.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (275 total damage) Puts all charms on 15 cooldown 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
On fingers | Blindusher the copper ring Blindusher the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +9% light Crit.chn- 5.00% ---------- misc Infravis +1 Rings make your fingers look great! |
Around waist | Alathad the hardened leather belt Alathad the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +7 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +10 Resists +6% blight +3% temporal Phys.save +8 (+4 eff.) ---------- misc Light +2 Size +1 A belt that goes around your waist. |
In main hand | ash magestaff 'Arcdredge' (18-22 power, 3 apr, lightning element) ash magestaff 'Arcdredge' (18-22 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +8 (+2 eff.) S.pwr/crit +3 Dmg.mod +18% lightning Res.pen +10% mind ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | dwarven-steel gauntlets 'Anuneg' (0 def, 2 armour) dwarven-steel gauntlets 'Anuneg' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +1% Phys.pwr +7 (+4 eff.) Spell.pwr +5 (+1 eff.) S.pwr/crit +2 Melee+ 7 darkness Dmg.mod +6% blight +5% arcane +4% darkness ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness 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 | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | linen cloak 'Issyromildil' (1 def, 0 armour) linen cloak 'Issyromildil' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Acc +15 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% ---------- misc Stam/turn +1.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
Dagihir the Hazevile Dagihir the Hazevile0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +26% cold Res.pen +5% nature On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +22% cold Rings make your fingers look great! |
copper ring 'Sootkill' copper ring 'Sootkill'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% fire Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +3% acid +20% fire Rings make your fingers look great! |
copper ring of frost (+22%) copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.10/turn) psionicist's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +24% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
manaburning steel battleaxe of erosion (20-30 power, 2 apr) manaburning steel battleaxe of erosion (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Disrupt Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature On Hit: * 19 arcane resource burn Massive two-handed battleaxes. |
thought-forged dwarven-steel greatmaul of corruption (39-58 power, 2 apr) thought-forged dwarven-steel greatmaul of corruption (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 mind On Hit: 20% Curse of Defenselessness 3 On Hit: * 21% chance to reduce all saves and defense by 24 While equipped: Stats +5 Cun +5 Wil Massive two-handed mauls. |
steel greatsword of enduring (22-35 power, 2 apr) steel greatsword of enduring (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +27.00 Massive two-handed swords. |
steady hardened leather sling of acid steady hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +11% acid Acc +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling of piercing throat-seeking hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +7% nature +7% all Acc +7 (+4 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Corpsevortex the ash starstaff (15-18 power, 3 apr, light element) Corpsevortex the ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% light +12% temporal Res.pen +25% nature ----- def ----- Crit.chn- 10.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of fate (20-24 power, 4 apr, lightning element) yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drigagorn Drigagorn1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Dmg.mod +13% physical Res.pen +13% physical ----- def ----- Armour +10 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
insulating hardened leather belt of the giants insulating hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Resists +7% fire +7% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Gunofang' rough leather belt 'Gunofang'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% mind Against +15% Summoned ----- def ----- Resists +3% nature +3% cold D.Red.from +18% Summoned Spell.save +6 (+3 eff.) Die.at -80.00 life A belt that goes around your waist. |
Arimas (2 def, 0 armour) Arimas (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +1 Con dps ---------- Phys.pwr +25 (+13 eff.) Acc +6 (+3 eff.) Apr +7 On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +2 (+1 eff.) Resists +3% mind ---------- misc Stam/turn +3.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chydir the cashmere cloak (22 def, 0 armour) Chydir the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +22 (+11 eff.) Resists +4% physical Max.HP +60.00 Blind- +20% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour) spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +3 Wil +1 Cun ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +8% blight +11% all Max.HP +45.00 HP.reg +2.10 Heal.mod +12% Poison- +30% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvavea (30 def, 1 armour) Yvavea (30 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Phys.pwr +15 (+8 eff.) ----- def ----- Armour +1 Defense +30 (+15 eff.) Resists +7% lightning +6% temporal A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +17 (+9 eff.) ---------- misc Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betunne the dwarven-steel helm (5 def, 4 armour) Betunne the dwarven-steel helm (5 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Defense +5 (+3 eff.) Fatigue +4% Resists +6% nature +6% light Max.HP +100.00 Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Boltpassion the cashmere wizard hat (2 def, 0 armour) Boltpassion the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% lightning +12% mind Res.pen +25% lightning Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning A pointy cloth hat, very wizardly... |
Flamekiller (0 def, 3 armour) Flamekiller (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +18% mind Res.pen +5% acid ----- def ----- Armour +3 Fatigue +3% Resists +21% acid +6% fire A cap made of leather. |
Glinttooth (0 def, 6 armour) Glinttooth (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +5 Wil +3 Cun ----- def ----- Armour +6 Fatigue +3% Resists +18% light ---------- misc Infravis +2 A cap made of leather. |
bladed iron helm (0 def, 3 armour) bladed iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour of temporal resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of temporal resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +17% temporal Mind.save +13 (+7 eff.) A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
impenetrable dwarven-steel plate armour of stability (0 def, 19 armour) impenetrable dwarven-steel plate armour of stability (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +7% physical Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
impenetrable iron plate armour of fire resistance (0 def, 13 armour) impenetrable iron plate armour of fire resistance (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +16% fire A suit of armour made of metal plates. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
248 alchemist agate 248 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2025 Little Gems 2025 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 1993/2025 A set of 2025 tiny explosive spheres. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Glaratha' brass lantern 'Glaratha'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Phys.save +12 (+6 eff.) Max.HP +46.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing dwarven-steel torque of psionic shield [power 73] (25 cooldown) cleansing dwarven-steel torque of psionic shield [power 73] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Glimmerminister [power 265] (25 cooldown) Glimmerminister [power 265] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Dmg.mod +9% light ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 742 Base Damage: 313 Armor: 6 All Resist: 15 Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ichorwinter the yew totem of stinging [power 296] (15 cooldown) Ichorwinter the yew totem of stinging [power 296] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% cold Res.pen +20% nature +5% cold On Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 37% ----- def ----- Resists +3% acid Sting an enemy dealing 296 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of healing [power 170] (15 cooldown) evasive ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Kilnsaw [power 116] (15 cooldown) Kilnsaw [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% lightning +3% fire +9% cold +12% blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (164 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By deosluz the Shalore Archmage level 10
2nd Flare 122nd year of Ascendancy at 10:16 see stats
By deosluz the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 10:11 see stats
By deosluz the Shalore Archmage level 20
3rd Haze 122nd year of Ascendancy at 12:10 see stats
By deosluz the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:00 see stats
By deosluz the Shalore Archmage level 21
20th Haze 122nd year of Ascendancy at 06:51 see stats
By deosluz the Shalore Archmage level 22
36th Haze 122nd year of Ascendancy at 20:49 see stats
By deosluz the Shalore Archmage level 6
76th Pyre 122nd year of Ascendancy at 19:08 see stats
By deosluz the Shalore Archmage level 16
35th Dusk 122nd year of Ascendancy at 12:33 see stats
Log
Deosluz picks up (J.): lapis lazuli.
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Something performs a melee critical strike against deosluz!
Ran for 24 turns (stop reason: detrimental status effect).
Deosluz is on fire!
Deosluz starts to bleed.
Something performs a melee critical strike against deosluz!
Deosluz is crippled.
Something hits deosluz for (216 absorbed), 0 physical, (72 absorbed), 0 fire, (230 absorbed), 0 physical, (36 absorbed), 0 fire (0 total damage).
Deosluz's spell attains critical power!
Deosluz is surging arcane power.
Thunderstorm hits Xobretta the maulotaur for 47 lightning damage.
Bleeding from Xobretta the maulotaur hits deosluz for (115 absorbed), (115 mana), 0 physical (0 total damage).
Burning from Xobretta the maulotaur hits deosluz for (37 absorbed), (31 mana), 0 fire (0 total damage).
Xobretta the maulotaur uses Flurry.
Xobretta the maulotaur performs a melee critical strike against deosluz!
Deosluz deactivates Disruption Shield.
Deosluz's disruption shield collapses and then explodes in a powerful manastorm!
Xobretta the maulotaur casts Flame.
Xobretta the maulotaur performs a melee critical strike against deosluz!
Xobretta the maulotaur casts Flame.
Xobretta the maulotaur performs a melee critical strike against deosluz!
Xobretta the maulotaur performs a melee critical strike against deosluz!
Melee retaliation hits Xobretta the maulotaur for 2 lightning, 3 temporal, 2 blight, 8 acid, 2 lightning, 3 temporal, 2 blight, 8 acid, 2 lightning, 3 temporal, 2 blight, 8 acid, 2 lightning, 3 temporal, 2 blight, 8 acid, 2 lightning, 3 temporal, 2 blight, 8 acid, 2 lightning, 3 temporal, 2 blight, 8 acid (91 total damage).
Xobretta the maulotaur hits deosluz for (144 absorbed), (144 mana), 0 physical, (61 absorbed), (61 mana), 0 physical, (221 absorbed), (221 mana), 0 physical, 36 fire, 120 physical, 36 fire, 136 physical (329 total damage).
deosluz the level 22 shalore archmage was crushed to death by Xobretta the maulotaur on level 2 of The Maze.
The furious lightning storm around deosluz calms down and disappears.