










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.6.0Official 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 12 / 83% |
Size | medium |
Lifes / Deaths | Killed by The Possessed at level 12 on the 5th Flare 122nd year of Ascendancy at 00:24 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 29 (base 22) |
Magic | 47 (base 37) |
Willpower | 27 (base 13) |
Cunning | 17 (base 13) |
Resources
Life | -4/256 |
Mana | 65/178 |
Healing Factor | 1.143216080402 |
Regeneration | 4.8586683417085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 15 |
Accuracy | 11 |
Crit Chance | 15% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Acid | +6% |
Arcane | +6% |
Cold | +6% |
Fire | +6% |
Offense: Damage Penetration
Fire | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 9 |
Ranged Defense | 17 |
Fatigue | 6 |
Physical Save | 18 |
Spell Save | 35 |
Mental Save | 23 |
Defense: Resistances
Mind | + 3%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Pinning Resistance | 19% |
Poison Resistance | 10% |
Silence Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 132 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 66 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 (588 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Thunderstorm |
talent | Arcane Power |
talent | Shielding |
talent | Feather Wind |
detrimental effect | The target is poisoned, taking 35.13 nature damage per turn. Deadly Poison |
detrimental effect | Huge cut that bleeds, doing 25.70 physical damage per turn. Bleeding |
beneficial effect | The mana surge engulfs the target, regenerating 6.40 mana per turn. Surging mana |
beneficial effect | The time distortion has created a restoration field, healing the target for 25 each turn. Temporal Restoration Field |
detrimental effect | The target is on fire, taking 24.81 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Disruption Shield |
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 lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Infested Ruins. Escort: lost warrior (level 2 of Infested Ruins)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Infested Ruins. Escort: worried loremaster (level 1 of Infested Ruins)As a reward you improved Willpower by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
Equipment
On feet | ![]() Tylach (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +6%(-) blight Physical save: +6 (+6 eff.) (-) Spell save: +8 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Poison immunity: +10% (-) Disease immunity: +10% (-) Stun/Freeze immunity: +20% (-) Life regen: +4.00 (-) A pair of boots made of leather. |
Light source | ![]() Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6%(-) acid / +6%(-) lightning / +6%(-) fire / +6%(-) arcane / +6%(-) cold Spell crit. chance: +5% (-) Light radius: +2 (-) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 21.93 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() linen wizard hat 'Hailkiller' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Con Changes resistances: +3%(-) mind / +15%(-) cold Changes resistances penetration: +15%(-) mind Equilibrium when hit: +0.90 (-) Psi when hit: +0.70 (-) Hate when hit: +0.70 (-) A pointy cloth hat, very wizardly... |
On fingers | ![]() wizard's copper ring of arcana (+0.10/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Spell save: +6 (+3 eff.) (-) Silence immunity: +21% (-) Mana each turn: +0.10 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Spell save: +6 (+3 eff.) (-) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) (-) Spellpower: +3 (+1 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() cruel elm magestaff of might (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +12% (-) Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() spellstreaming hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Mana each turn: +0.18 (-) Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +4% (-) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +10(-) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Kilnhunger (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (-) Fatigue: +6% (-) Changes stats: +3(-) Dex / +2(-) Wil Changes resistances penetration: +15%(-) fire Maximum life: +20.00 (-) A suit of armour made of leather. |
Cloak | ![]() spellcowled linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Wil / +2(-) Mag Spell save: +5 (+3 eff.) (-) Maximum mana: +41.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Dex Amulets can have magical properties. |
Inventory
![]() copper ametrine ring Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 15 Damage (Ranged): 7 physical Changes stats: +2 Cun / +0(-3) Mag Changes resistances: +6% nature / +6% blight Changes damage: +2% all Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +11% Disease immunity: +11% Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spell crit. chance: +1% Mental crit. chance: +1% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. Tap to cycle through comparison choices |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's copper ring of power Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Changes stats: +0(-3) Mag / +2 Wil Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +4 (+2 eff.) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
![]() savior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) (+1 (+0 eff.)) Mental save: +7 (+4 eff.) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
![]() warrior's copper ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-3) Mag Changes resistances: +22% cold Changes damage: +11% cold Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-21%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
![]() elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-11%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. Vorimira the Cobraglamour (12.5-18.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8(+2.5 - +6.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 41% Damage (radius 1) on hit: +9 fire Damage (radius 2) on crit: +4 physical When wielded/worn: Armour penetration: +2 Defense: +15 (+13 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-12%) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. iron dagger of persecution (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(+0.5 - +1.7) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) Damage against: +6% Unnatural When wielded/worn: Changes stats: +1 Wil Changes damage: +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-12%) Sharp, short and deadly. |
![]() pouch of iron shots (20/20, 12.5-15 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-6%) Changes stats: +0(-3) Dex / +0(-2) Wil Changes resistances: +7% all Changes resistances penetration: +0%(-15%) fire Maximum life: +0.00 (-20.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+5) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +22% (+16%) Changes stats: +0(-3) Dex / +0(-2) Wil Changes resistances penetration: +0%(-15%) fire Maximum life: +0.00 (-20.00) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) A belt that goes around your waist. |
![]() Aninaritontir the pair of rough leather boots (20 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +20 (+15 eff.) Changes stats: +2 Str / +2 Dex / +0(-3) Wil / +3(-) Cun Changes resistances: +0%(-6%) blight Physical save: +3 (+3 eff.) (-3 (-3 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: -20.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 89% 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. A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-6%) blight Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +0% (-10%) Disease immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-4.00) Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. insulating linen wizard hat of light (+6%) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-2) Con Changes resistances: +0%(-3%) mind / +6% fire / +15% light / +6%(-9%) cold Changes resistances penetration: +0%(-15%) mind Changes damage: +10% light Equilibrium when hit: +0.00 (-0.90) Psi when hit: +0.00 (-0.70) Hate when hit: +0.00 (-0.70) A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0%(-6%) acid / +0%(-6%) lightning / +0%(-6%) fire / +0%(-6%) arcane / +0%(-6%) cold Spell crit. chance: +0% (-5%) Light radius: +3 (+1) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Saiemiia the Shalore Archmage level 10
5th Mirth 122nd year of Ascendancy at 02:48 see stats
By Saiemiia the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:30 see stats
By Saiemiia the Shalore Archmage level 11
1st Flare 122nd year of Ascendancy at 14:43 see stats
Log
Thief deactivates Stealth.
Saiemiia is poisoned!
Saiemiia is disarmed!
Thief hits Saiemiia for 28 physical, 14 physical (41 total damage).
The Possessed casts Flame.
Saiemiia is on fire!
The Possessed hits Saiemiia for 74 fire damage.
--------------------------------
You do not have enough Mana to use Arcane Reconstruction.
Saiemiia casts Rune: Shatter Afflictions.
Saiemiia rearms.
A shield forms around Saiemiia.
Saiemiia casts Rune: Manasurge.
Saiemiia starts to surge mana.
Your shield crumbles under the damage!
The shield around Saiemiia crumbles.
Talent Ice Shards is ready to use.
Thunderstorm hits Thief for 9 lightning damage.
Thunderstorm hits Thief for 11 lightning damage.
Saiemiia receives 28 healing from Temporal Restoration Field.
Deadly Poison from Thief hits Saiemiia for (28 absorbed), 0 nature (0 total damage).
Bleeding from The Possessed hits Saiemiia for (26 absorbed), 0 physical (0 total damage).
Burning from The Possessed hits Saiemiia for (12 absorbed), 18 fire (18 total damage).
Thief deactivates Stealth.
Thief performs a melee critical strike against Saiemiia!
Thief hits Saiemiia for 31 physical, 14 physical (45 total damage).
Thief hits Saiemiia for 44 physical, 14 physical, 6 temporal (64 total damage).
The Possessed casts Earthen Missiles.
Saving game...