
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 21 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Miritari the shalore at level 14 on the 13rd Dusk 122nd year of Ascendancy at 17:43 0 / 7Killed by Siloda the gloomy wolf at level 15 on the 74th Dusk 122nd year of Ascendancy at 09:14 Killed by Dela the human at level 17 on the 4th Haze 122nd year of Ascendancy at 19:24 Killed by Elisena the blue jelly at level 17 on the 5th Haze 122nd year of Ascendancy at 03:20 Killed by Siletta the blue ooze at level 18 on the 6th Haze 122nd year of Ascendancy at 05:11 Killed by Cyryseda the carrion worm mass at level 18 on the 6th Haze 122nd year of Ascendancy at 13:40 Killed by Layatha the rogue at level 21 on the 26th Haze 122nd year of Ascendancy at 12:47 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 70 (base 50) |
| Willpower | 50 (base 44) |
| Cunning | 31 (base 11) |
Resources
| Life | -79/416 |
| Mana | 80/506 |
| Steam | 100/100 |
| Healing Factor | 1.0097162075847 |
| Regeneration | 0.25242905189617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +110.31638663509% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 19 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Lightning | +39% |
| Light | +13% |
| Darkness | +9% |
| Blight | +12% |
| Acid | +9% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 43 |
| Mental Save | 20 |
Defense: Resistances
| Nature | -7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 30%( 70%) |
| Blight | + 40%( 70%) |
| Darkness | + 49%( 70%) |
| Acid | + 37%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| 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 442 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| 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 (56 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 4 blight, 5 fire, 5 arcane |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Tempestfury the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +9% darkness +9% acid Ignore resists +15% lightning defense ------ Armor +3 Resistance +21% lightning +8% temporal A pair of boots made of leather. |
| Quiver | Getynarigen the Searravager (17/17, 32-46 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master Weapon Damage 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 17 Projectile Speed +200% On-ranged-hit +12 fire On-Hit, radius 1 +4 fire On-crit, radius 2 +12 blight On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 71 physical damage * 20% chance to create vines that bind the target to the ground dealing 154 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +6 (+2 eff.) other ------- 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 | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| Tool | Emelerin (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +4 Mag offense ------ Spell Crit +7% Damage +12% blight +3% mind defense ------ Resistance +3% blight other ------- Max mana +23.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blindtrail0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Ignore resists +5% darkness defense ------ Armor +4 Resistance +6% darkness Spell save +3 (+1 eff.) Pinning Resist +10% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Branerath0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Wil +1 Con offense ------ Damage +3% mind When Hit 4 mind defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Blazeravager the dragonbone starstaff (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +13.00% Spellpower +15 (+5 eff.) Damage +30% lightning +9% light +9% nature Ignore resists +5% light When Hit 6 light defense ------ Defense +11 (+5 eff.) other ------- Mana/turn +0.18 Max mana +43.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 131.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag offense ------ On-Hit 5 light Damage +4% light defense ------ Armor +2 Fatigue +3% Resistance +13% light +6% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 67.39 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | marauder's cured leather armour of the hero (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +9 Str +8 Dex +4 Mag +3 Wil +3 Cun defense ------ Armor +4 Defense +9 (+4 eff.) Fatigue +7% Physical save +5 (+3 eff.) Life +40.00 A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+5 eff.) Mind save -7 (-6 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Goromarak the iron dagger (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +8 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% acid other ------- Infravision +2 Sharp, short and deadly. |
warbringer's steel greatsword of amnesia (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Master/Psionic Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Con offense ------ Physical Power +12 (+6 eff.) Ignore resists +9% physical defense ------ Disarm Resist +15% Massive two-handed swords. |
Kindleserpent (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning defense ------ Defense +8 (+4 eff.) Resistance +3% fire +3% light +12% cold Mind save +9 (+5 eff.) other ------- Max (+) +10.00 Max (-) +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 131.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Quenchglory (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +1 Mag +1 Wil offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning +9% cold other ------- Mana/turn +0.11 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nirada the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Con offense ------ Critical power +10.00% defense ------ Defense +1 (+0 eff.) other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Furnaceidol' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Dex +2 Mag +2 Wil +2 Cun +4 Con offense ------ Damage +15% fire defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% other ------- See Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shockswift' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +6% arcane Ignore resists +5% lightning +5% arcane When Hit 2 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sparkscar' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Damage +12% lightning defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +3% cold +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max 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. |
Galemaim the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% lightning Ignore resists +5% lightning +15% cold +5% fire defense ------ Resistance +9% lightning +3% fire +3% cold +7% all other ------- Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Xanyba' (6 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Physical Crit +2.0% Ignore resists +5% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+3 eff.) Physical save +13 (+7 eff.) Spell save +6 (+2 eff.) Mind save +7 (+4 eff.) Life Regen +4.00 Healmod +13% Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Scumpulverizer' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Wil offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Crit Resistance 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Bethidath' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +1 Con defense ------ Armor +3 Resistance +6% mind other ------- Infravision +2 See Invis +6 A pair of boots made of leather. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) When Hit: * 17 arcane resource burn defense ------ Armor +2 Spell save +8 (+3 eff.) 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. |
enlightening stralite mail armour of command (12 def, 13 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Psionic While equipped: Stats +9 Cun +4 Wil defense ------ Armor +13 Defense +12 (+6 eff.) Fatigue +12% Mind save +22 (+11 eff.) A suit of armour made of mail. |
cleansing cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +5 (+2 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +10% nature +11% blight A suit of armour made of leather. |
8 agate0.0 Encumbrance 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. |
105 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
innervating ash wand of conjuration [power 170] (0/15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 236 lightning damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 160] (0/15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 222 lightning 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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Beemsy the Skeleton Archmage level 15
18th Dusk 122nd year of Ascendancy at 02:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Beemsy the Skeleton Archmage level 10
2nd Flare 122nd year of Ascendancy at 08:51 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Beemsy the Skeleton Archmage level 20
15th Haze 122nd year of Ascendancy at 23:54 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Beemsy the Skeleton Archmage level 20
21st Haze 122nd year of Ascendancy at 14:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Beemsy the Skeleton Archmage level 19
13rd Haze 122nd year of Ascendancy at 11:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Beemsy the Skeleton Archmage level 9
10th Mirth 122nd year of Ascendancy at 00:06 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Beemsy the Skeleton Archmage level 9
2nd Summertide 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Beemsy the Skeleton Archmage level 15
29th Dusk 122nd year of Ascendancy at 23:49 see stats
Log
Talent Phase Door is ready to use.
Layatha the rogue throws two quick punches.
Layatha the rogue performs a melee critical strike against Beemsy!
Your shield crumbles under the damage!
The shield around Beemsy crumbles.
Melee retaliation hits Layatha the rogue for (2 flat reduction), 0 mind, (3 flat reduction), 0 light, (2 flat reduction), 0 mind, (3 flat reduction), 0 light (0 total damage).
Layatha the rogue hits Beemsy for (157 absorbed), 35 physical, 6 physical, 5 physical, 7 physical, 126 physical, 6 physical, 5 physical (191 total damage).
Beemsy casts Manathrust.
Beemsy hits Layatha the rogue for (12 flat reduction), 48 arcane (48 total damage).
Arcane Vortex from Beemsy hits Layatha the rogue for (12 flat reduction), 10 arcane (10 total damage).
Layatha the rogue uses Evasion.
Layatha the rogue tries to evade attacks.
Layatha the rogue uses Greater Weapon Focus.
Beemsy casts Phase Door.
Select a target to teleport...
Select a teleport location...
Arcane Vortex from Beemsy hits Layatha the rogue for (12 flat reduction), 10 arcane (10 total damage).
Beemsy casts Rune: Manasurge.
Beemsy starts to surge mana.
Talent Manathrust is ready to use.
Talent Temporal Shield is ready to use.
Talent Rune: Shielding is ready to use.
Melee retaliation hits Layatha the rogue for (2 flat reduction), 0 mind, (4 flat reduction), 0 light (0 total damage).
Layatha the rogue hits Beemsy for 305 physical damage.
Beemsy the level 21 skeleton archmage was hacked apart to death by Layatha the rogue on level 2 of The Maze.
Layatha the rogue prepares for the next kill!










































































































