










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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: Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Light |
Mode | Normal Adventure |
Sex | Female |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 27 / 55% |
Size | medium |
Lifes / Deaths | Killed by light-bound drem at level 1 on the 16th Voratun 122nd year of Ascendancy at 11:13 0 / 130Killed by white worm mass at level 2 on the 16th Voratun 122nd year of Ascendancy at 15:21 Killed by dwindling ultimate faeros at level 11 on the 31st Voratun 122nd year of Ascendancy at 21:28 Killed by dwindling greater faeros at level 11 on the 3rd Acquisition 122nd year of Ascendancy at 13:44 Killed by Silyyada the ghast at level 13 on the 4th Profit 122nd year of Ascendancy at 12:20 Killed by headless horror at level 13 on the 5th Profit 122nd year of Ascendancy at 02:40 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 04:34 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 05:36 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 06:37 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 07:30 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 08:31 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 09:33 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 10:33 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 12:02 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 13:31 Killed by headless horror at level 13 on the 5th Profit 122nd year of Ascendancy at 14:50 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 16:18 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 17:21 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 17:40 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 18:48 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 19:48 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 21:16 Killed by eldritch eye at level 13 on the 5th Profit 122nd year of Ascendancy at 22:38 Killed by eldritch eye at level 13 on the 6th Profit 122nd year of Ascendancy at 00:03 Killed by eldritch eye at level 13 on the 6th Profit 122nd year of Ascendancy at 01:28 Killed by eldritch eye at level 13 on the 6th Profit 122nd year of Ascendancy at 02:57 Killed by headless horror at level 13 on the 6th Profit 122nd year of Ascendancy at 04:17 Killed by eldritch eye at level 13 on the 6th Profit 122nd year of Ascendancy at 05:16 Killed by devourer at level 14 on the 6th Profit 122nd year of Ascendancy at 21:26 Killed by oozing horror at level 14 on the 7th Profit 122nd year of Ascendancy at 04:41 Killed by giant netherworm at level 14 on the 7th Profit 122nd year of Ascendancy at 17:25 Killed by netherworm mass at level 14 on the 7th Profit 122nd year of Ascendancy at 18:29 Killed by netherworm mass at level 14 on the 7th Profit 122nd year of Ascendancy at 19:32 Killed by eldritch eye at level 14 on the 7th Profit 122nd year of Ascendancy at 22:31 Killed by eldritch eye at level 14 on the 8th Profit 122nd year of Ascendancy at 00:01 Killed by eldritch eye at level 14 on the 8th Profit 122nd year of Ascendancy at 01:21 Killed by blade horror at level 14 on the 8th Profit 122nd year of Ascendancy at 07:51 Killed by skeleton mage at level 14 on the 8th Profit 122nd year of Ascendancy at 13:05 Killed by shadow at level 15 on the 9th Profit 122nd year of Ascendancy at 15:13 Killed by shadow at level 15 on the 9th Profit 122nd year of Ascendancy at 16:53 Killed by nethergate at level 15 on the 9th Profit 122nd year of Ascendancy at 18:42 Killed by oozing horror at level 15 on the 9th Profit 122nd year of Ascendancy at 21:03 Killed by oozing horror at level 15 on the 9th Profit 122nd year of Ascendancy at 22:27 Killed by blade horror at level 15 on the 10th Profit 122nd year of Ascendancy at 03:00 Killed by orc pyromancer at level 15 on the 10th Profit 122nd year of Ascendancy at 10:40 Killed by orc cryomancer at level 15 on the 10th Profit 122nd year of Ascendancy at 12:10 Killed by orc pyromancer at level 15 on the 10th Profit 122nd year of Ascendancy at 13:17 Killed by orc cryomancer at level 15 on the 10th Profit 122nd year of Ascendancy at 14:46 Killed by orc cryomancer at level 15 on the 10th Profit 122nd year of Ascendancy at 16:00 Killed by orc cryomancer at level 15 on the 10th Profit 122nd year of Ascendancy at 17:33 Killed by orc cryomancer at level 15 on the 10th Profit 122nd year of Ascendancy at 18:33 Killed by armoured skeleton warrior at level 15 on the 10th Profit 122nd year of Ascendancy at 19:35 Killed by armoured skeleton warrior at level 15 on the 10th Profit 122nd year of Ascendancy at 20:59 Killed by orc corruptor at level 15 on the 10th Profit 122nd year of Ascendancy at 21:33 Killed by orc corruptor at level 15 on the 10th Profit 122nd year of Ascendancy at 23:15 Killed by orc corruptor at level 15 on the 11st Profit 122nd year of Ascendancy at 00:19 Killed by orc corruptor at level 15 on the 11st Profit 122nd year of Ascendancy at 01:23 Killed by orc corruptor at level 15 on the 11st Profit 122nd year of Ascendancy at 03:00 Killed by orc corruptor at level 15 on the 11st Profit 122nd year of Ascendancy at 04:18 Killed by netherworm mass at level 15 on the 11st Profit 122nd year of Ascendancy at 12:32 Killed by luminous horror at level 16 on the 13rd Profit 122nd year of Ascendancy at 16:20 Killed by bloated horror at level 16 on the 13rd Profit 122nd year of Ascendancy at 17:46 Killed by luminous horror at level 16 on the 13rd Profit 122nd year of Ascendancy at 19:38 Killed by worm that walks at level 16 on the 13rd Profit 122nd year of Ascendancy at 20:07 Killed by worm that walks at level 16 on the 13rd Profit 122nd year of Ascendancy at 20:52 Killed by bloated horror at level 16 on the 14th Profit 122nd year of Ascendancy at 00:13 Killed by ravaging entropic rip at level 16 on the 14th Profit 122nd year of Ascendancy at 02:35 Killed by luminous horror at level 16 on the 14th Profit 122nd year of Ascendancy at 03:52 Killed by ravaging entropic rip at level 16 on the 14th Profit 122nd year of Ascendancy at 05:09 Killed by Animated Sword at level 17 on the 14th Profit 122nd year of Ascendancy at 14:34 Killed by Ak'Gishil at level 17 on the 14th Profit 122nd year of Ascendancy at 16:48 Killed by Ak'Gishil at level 17 on the 14th Profit 122nd year of Ascendancy at 18:14 Killed by Ak'Gishil at level 17 on the 14th Profit 122nd year of Ascendancy at 19:15 Killed by Ak'Gishil at level 17 on the 14th Profit 122nd year of Ascendancy at 21:10 Killed by worm that walks at level 17 on the 15th Profit 122nd year of Ascendancy at 01:18 Killed by worm that walks at level 17 on the 15th Profit 122nd year of Ascendancy at 02:21 Killed by multi-hued drake at level 17 on the 15th Profit 122nd year of Ascendancy at 03:51 Killed by luminous horror at level 17 on the 15th Profit 122nd year of Ascendancy at 04:55 Killed by multi-hued drake at level 17 on the 15th Profit 122nd year of Ascendancy at 06:48 Killed by worm that walks at level 18 on the 15th Profit 122nd year of Ascendancy at 08:47 Killed by worm that walks at level 18 on the 15th Profit 122nd year of Ascendancy at 09:50 Killed by luminous horror at level 18 on the 15th Profit 122nd year of Ascendancy at 11:04 Killed by blade horror at level 18 on the 15th Profit 122nd year of Ascendancy at 13:30 Killed by luminous horror at level 18 on the 15th Profit 122nd year of Ascendancy at 14:30 Killed by blade horror at level 19 on the 18th Profit 122nd year of Ascendancy at 11:06 Killed by umbral horror at level 19 on the 18th Profit 122nd year of Ascendancy at 13:36 Killed by saw horror at level 19 on the 18th Profit 122nd year of Ascendancy at 14:40 Killed by mass of parasitic leeches at level 19 on the 18th Profit 122nd year of Ascendancy at 15:44 Killed by oozing horror at level 19 on the 18th Profit 122nd year of Ascendancy at 16:50 Killed by umbral horror at level 19 on the 18th Profit 122nd year of Ascendancy at 17:55 Killed by netherworm mass at level 19 on the 18th Profit 122nd year of Ascendancy at 18:57 Killed by ravaging entropic rip at level 19 on the 18th Profit 122nd year of Ascendancy at 19:26 Killed by radiant horror at level 19 on the 18th Profit 122nd year of Ascendancy at 21:35 Killed by shadow at level 19 on the 18th Profit 122nd year of Ascendancy at 22:42 Killed by luminous horror at level 19 on the 18th Profit 122nd year of Ascendancy at 23:44 Killed by worm that walks at level 19 on the 19th Profit 122nd year of Ascendancy at 01:09 Killed by worm that walks at level 19 on the 19th Profit 122nd year of Ascendancy at 02:09 Killed by umbral horror at level 19 on the 19th Profit 122nd year of Ascendancy at 03:54 Killed by blade horror at level 19 on the 19th Profit 122nd year of Ascendancy at 05:39 Killed by luminous horror at level 19 on the 19th Profit 122nd year of Ascendancy at 06:46 Killed by radiant horror at level 19 on the 19th Profit 122nd year of Ascendancy at 08:00 Killed by radiant horror at level 19 on the 19th Profit 122nd year of Ascendancy at 10:13 Killed by skeleton archer at level 19 on the 19th Profit 122nd year of Ascendancy at 13:44 Killed by worm that walks at level 19 on the 19th Profit 122nd year of Ascendancy at 15:40 Killed by ravaging entropic rip at level 19 on the 19th Profit 122nd year of Ascendancy at 18:32 Killed by umbral horror at level 19 on the 19th Profit 122nd year of Ascendancy at 19:42 Killed by umbral horror at level 19 on the 19th Profit 122nd year of Ascendancy at 21:09 Killed by ravaging entropic rip at level 20 on the 20th Profit 122nd year of Ascendancy at 02:44 Killed by radiant horror at level 20 on the 20th Profit 122nd year of Ascendancy at 03:55 Killed by devourer at level 20 on the 20th Profit 122nd year of Ascendancy at 04:59 Killed by ravaging entropic rip at level 20 on the 20th Profit 122nd year of Ascendancy at 06:08 Killed by radiant horror at level 20 on the 20th Profit 122nd year of Ascendancy at 07:39 Killed by radiant horror at level 20 on the 20th Profit 122nd year of Ascendancy at 09:05 Killed by radiant horror at level 20 on the 20th Profit 122nd year of Ascendancy at 10:51 Killed by The Overgrown One at level 21 on the 26th Profit 122nd year of Ascendancy at 17:28 Killed by The Darkened Smith at level 23 on the 34th Profit 122nd year of Ascendancy at 18:07 Killed by The Darkened Smith at level 23 on the 34th Profit 122nd year of Ascendancy at 19:10 Killed by orc corruptor at level 23 on the 35th Profit 122nd year of Ascendancy at 07:11 Killed by radiant horror at level 24 on the 36th Profit 122nd year of Ascendancy at 03:38 Killed by ravaging entropic rip at level 24 on the 36th Profit 122nd year of Ascendancy at 06:02 Killed by radiant horror at level 24 on the 36th Profit 122nd year of Ascendancy at 07:49 Killed by radiant horror at level 24 on the 36th Profit 122nd year of Ascendancy at 09:02 Killed by dreaming horror at level 25 on the 36th Profit 122nd year of Ascendancy at 10:58 Killed by ghast at level 26 on the 39th Profit 122nd year of Ascendancy at 02:30 Killed by ghast at level 26 on the 39th Profit 122nd year of Ascendancy at 03:48 Killed by ghast at level 26 on the 39th Profit 122nd year of Ascendancy at 05:15 Killed by orc necromancer at level 26 on the 39th Profit 122nd year of Ascendancy at 06:41 Killed by uruivellas at level 26 on the 39th Profit 122nd year of Ascendancy at 08:11 Killed by orc blood mage at level 26 on the 39th Profit 122nd year of Ascendancy at 09:35 Killed by Emyvea the dwarven battlesmith at level 26 on the 39th Profit 122nd year of Ascendancy at 20:58 |
Primary Stats
Strength | 74 (base 57) |
Dexterity | 31 (base 10) |
Constitution | 11 (base 10) |
Magic | 80 (base 43) |
Willpower | 35 (base 10) |
Cunning | 56 (base 27) |
Resources
Life | 817/817 |
Mana | 280/280 |
Stamina | 206/206 |
Psi | 145/145 |
Healing Factor | 1.5197162075846 |
Regeneration | 31.382139686622 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +31.875640081592% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 206 |
Accuracy | 61 |
Crit Chance | 43% |
APR | 37 |
Speed | 1.11 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Acid | +21% |
Lightning | +47% |
Temporal | +37% |
Cold | +43% |
Arcane | +40% |
Fire | +56% |
All | +15% |
Offense: Damage Penetration
Lightning | +25% |
Physical | +17% |
Arcane | +25% |
Fire | +25% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 2 |
Physical Save | 45 |
Spell Save | 57 |
Mental Save | 59 |
Defense: Resistances
Light | + 91%(100%) |
Temporal | + 32%( 70%) |
Fire | + 25%( 70%) |
Physical | + 20%( 70%) |
Cold | + 16%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 24% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
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 406 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 70 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: 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 (37 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Combat techniques | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Fiery Hands |
talent | Skate |
talent | Shock Hands |
talent | Shielding |
talent | Arcane Shield |
talent | Precise Strikes |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Psionic/Augmented Mobility tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | The Eternal Glimmer The Eternal GlimmerPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes stats: +15 Wil Changes resistances: +50% light / +6% all Changes resistances cap: +30% light Changes damage: +15% all Damage affinity(heal): +20% light Physical save: +30 (+10 eff.) Spell save: +30 (+8 eff.) Mental save: +60 (+15 eff.) Confusion immunity: +100% Maximum life: +120.00 Mindpower: +22 (+7 eff.) Mental crit. chance: +8% Light radius: +10 Solace. Safety. A whisper that all will be well. The soft shine promises all this and more, and it has kept that promise for as long as you have carried it. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +4% Changes resistances: +2% all Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Life regen: +13.00 Healing mod.: +19% All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 7% chance to reduce damage dealt by 24% Changes stats: +1 Str / +4 Dex / +7 Mag / +9 Cun / +8 Lck Changes resistances: +20% light Critical mult.: +11.00% Reduces incoming crit damage: 5.00% Trap disarming bonus: +23 Stealth bonus: +12 Spell save: +16 (+4 eff.) Maximum life: +61.00 Infravision radius: +5 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). Damage (Melee): +23 darkness Damage (radius 1) on hit: +21 fire Damage against: +23% Living When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +17 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +17% physical Changes damage: +6% acid / +12% temporal Healing mod.: +32% Massive two-handed battleaxes. |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +12 Damage (Melee): 7 fire Damage when hit (Melee): 20 fire Changes resistances: +5% physical / +16% fire / +6% cold Changes damage: +3% cold / +5% fire Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +24% Life regen: +2.00 Stamina each turn: +0.90 Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum psi: +30.00 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. |
Main armor | ![]() Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +29 (+10 eff.) Fatigue: +8% Effects on melee hit: * 7% chance to reduce damage dealt by 24% Changes stats: +1 Cun Changes resistances: +20% light Spell save: +16 (+4 eff.) Mental save: +11 (+3 eff.) Life regen: +5.40 Stamina each turn: +1.40 A suit of armour made of leather. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +6 Wil Spell save: +8 (+2 eff.) Maximum mana: +69.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +25% Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +8% physical Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +26% Mana each turn: +0.21 Rings make your fingers look great! |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +7% darkness / +7% temporal Changes damage: +25% acid Talent granted: +1 Command Staff Maximum mana: +31.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +9% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 29 Damage (Melee): +12 acid / +13 mind When wielded/worn: Changes stats: +3 Str / +3 Dex / +6 Wil / +3 Cun Changes resistances: +9% acid Changes resistances penetration: +5% acid Massive two-handed mauls. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +1.0% Defense: +7 (+3 eff.) Disarm immunity: +28% See invisible: +3 Massive two-handed swords. |
![]() Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% acid / +9% all Changes damage: +10% acid Critical mult.: +11.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +15% fire / +12% light / +12% darkness A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +12 (+4 eff.) Fatigue: +22% Changes resistances: +6% physical Physical save: +11 (+3 eff.) Pinning immunity: +50% Movement speed: +20% A suit of armour made of metal plates. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +2 Mag / +2 Wil Spell save: +5 (+1 eff.) Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% nature Stamina each turn: +0.30 Maximum stamina: +10.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 7% chance to reduce damage dealt by 24% Changes stats: +6 Mag / +4 Cun / +6 Con Changes resistances: +23% light Changes damage: +8% acid / +3% light / +12% arcane / +8% blight Physical save: +10 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +14 (+3 eff.) Disease immunity: +41% Spellpower: +16 (+4 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 7% chance to reduce damage dealt by 24% Changes stats: +5 Wil Changes resistances: +10% darkness / +18% fire / +10% nature / +20% light Changes damage: +10% fire Spell save: +16 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 323.04 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex 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. |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 11 lightning Effects when hit in melee: * 23 arcane resource burn Damage when hit (Melee): 29 light / 21 fire Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +8% lightning Changes damage: +6% lightning / +14% light / +13% fire / +6% mind / +15% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) Spell save: +12 (+3 eff.) Maximum hate: +8.00 Mindpower: +5 (+1 eff.) Light radius: +3 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
![]() 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 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 192 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 77 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% temporal Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mental crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 552 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 238 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 113 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Aledal the Drem Arcane Blade level 10
26th Voratun 122nd year of Ascendancy at 15:52 see stats
By Aledal the Drem Arcane Blade level 20
19th Profit 122nd year of Ascendancy at 23:33 see stats
By Aledal the Drem Arcane Blade level 27
41st Profit 122nd year of Ascendancy at 06:58 see stats
By Aledal the Drem Arcane Blade level 20
24th Profit 122nd year of Ascendancy at 14:41 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a The ruins of Old Mythrescar here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Player AIoo Toggle requested!
Player AIoo cannot be used in the wilderness!
Saving done.
Player AIoo Toggle requested!
Player AIoo cannot be used in the wilderness!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 42nd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 43rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Lore found: A... construction sign?
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: learnt lore).
There is a A ruin dating back to the Age of Haze here (press '' or right click to use).
Today is the 44th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
You don't see how to get there...
There is a A ruin dating back to the Age of Haze here (press '' or right click to use).
Today is the 45th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.