











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. 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. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.2This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 1.7.2Plenum 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 Adventure |
Sex | Male |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 16 / 98% |
Size | medium |
Lifes / Deaths | Killed by mountain troll thunderer at level 6 on the 78th Pyre 122nd year of Ascendancy at 05:07 0 / 6Killed by gloomy wolf at level 12 on the 10th Flare 122nd year of Ascendancy at 16:58 Killed by Betelaith the dredgling at level 15 on the 25th Dusk 122nd year of Ascendancy at 10:04 Killed by Betelaith the dredgling at level 15 on the 25th Dusk 122nd year of Ascendancy at 11:46 Killed by Horned Horror at level 16 on the 31st Dusk 122nd year of Ascendancy at 19:08 Killed by Horned Horror at level 16 on the 31st Dusk 122nd year of Ascendancy at 22:23 |
Primary Stats
Strength | 32 (base 19) |
Dexterity | 19 (base 13) |
Constitution | 13 (base 10) |
Magic | 58 (base 43) |
Willpower | 17 (base 10) |
Cunning | 29 (base 22) |
Resources
Life | -155/370 |
Mana | 69/285 |
Stamina | 10/162 |
Healing Factor | 1.0283363011315 |
Regeneration | 0.25708407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 6 |
See Stealth | 26.003878189685 |
See Invisible | 26.003878189685 |
Offense: Mainhand
Damage | 27 |
Accuracy | 33 |
Crit Chance | 20% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 33 |
Crit Chance | 23% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +35% |
Cold | +6% |
Temporal | +6% |
Blight | +6% |
Arcane | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Arcane | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 32 |
Mental Save | 16 |
Defense: Resistances
Lightning | + 31%( 70%) |
Temporal | + 27%( 70%) |
Mind | + 13%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 24%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Stun Resistance | 0% |
Blind Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 224 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 37 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. |
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 462% 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 Constitution stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. | 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 within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+5 eff.) Fatigue -3% Resists +3% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) Die.at -80.00 life ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +6% temporal Res.pen +5% lightning +10% arcane ----- def ----- Resists +5% arcane +9% temporal ---------- misc Light +6 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Str +1 Mag +1 Wil +2 Cun ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +30 (+9 eff.) Melee+ 8 mind Dmg.mod +6% mind +6% arcane ----- def ----- Armour +2 Resists +6% mind Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 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. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -4% Resists +20% lightning ---------- misc Max.enc +22 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 1H weapon [Ego+] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +10% lightning Acc +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Fatigue -5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +23 Mana/s.crit +2.00 Max.mana +60.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 acid +8 cold On Crit.r2 +8 cold On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) Dmg.mod +6% cold ----- def ----- Blind- +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +6% lightning +11% cold Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Psionic Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight +5 mind On Hit: * 7% chance to reduce strength, dexterity, and constitution by 26 * 12% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Sharp, long, and deadly. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Defense +9 (+8 eff.) Crit.dmg- 5.00% Stealth +6 A belt that goes around your waist. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid 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. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +6% cold ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% lightning +12% mind Res.pen +20% lightning Melee Ret 6 fire ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +6% nature +3% mind A pointy cloth hat, very wizardly... |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str dps ---------- Melee Ret 6 physical 4 mind 2 nature ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+7 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Dmg.mod +3% fire +6% nature +6% temporal ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Defense +5 (+5 eff.) Resists +3% darkness Die.at -40.00 life Pinning- +20% ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Walhe the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 08:33 see stats
By Walhe the Higher Arcane Blade level 16
30th Dusk 122nd year of Ascendancy at 23:26 see stats
By Walhe the Higher Arcane Blade level 10
9th Mirth 122nd year of Ascendancy at 13:54 see stats
By Walhe the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 08:42 see stats
By Walhe the Higher Arcane Blade level 13
5th Dusk 122nd year of Ascendancy at 17:40 see stats
Log
Horned Horror's deep wound closes.
Horned Horror is not stunned anymore.
Horned Horror throws two quick punches.
Your shield crumbles under the damage!
The shield around Walhe crumbles.
Horned Horror hits Walhe for (97 absorbed), 0 physical, (12 absorbed), 0 lightning, (11 absorbed), 85 physical, 12 lightning (97 total damage).
Walhe's aura of power vanishes.
Talent Arcane Strike is ready to use.
Strangle Hold from Horned Horror hits Walhe for 12 nature damage.
Walhe misses Horned Horror.
Horned Horror is dazed!
Walhe hits Horned Horror for (8 flat reduction), 0 physical, (9 flat reduction), 0 mind, (7 flat reduction), 0 lightning (0 total damage).
Horned Horror unleashes a flurry of disrupting kicks.
Horned Horror casts Chain Lightning.
Horned Horror's spell attains critical power!
Horned Horror misses Walhe.
Horned Horror misses Walhe.
Horned Horror hits Walhe for 13 physical, 7 lightning, 51 lightning, 14 physical, 7 lightning, 12 physical, 7 lightning (111 total damage).
Talent Lightning is ready to use.
Talent Dual Strike is ready to use.
Strangle Hold from Horned Horror hits Walhe for 6 nature damage.
Walhe performs a melee critical strike against Horned Horror!
Horned Horror is cut deeply.
Horned Horror lashes out with a flurry of fists.
Horned Horror misses Walhe.
Walhe hits Horned Horror for (7 flat reduction), 0 physical, (9 flat reduction), 0 mind, (7 flat reduction), 0 lightning, (2 flat reduction), 0 physical, (8 flat reduction), 0 mind, (6 flat reduction), 0 lightning, (11 flat reduction), 0 acid, (8 flat reduction), 0 cold, (8 flat reduction), 0 cold (0 total damage).
Horned Horror hits Walhe for 38 physical damage.
Walhe the level 16 higher arcane blade was tortured to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.