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! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Archmage |
Level / Exp | 21 / 35% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:04 0 / 6Killed by skeleton mage at level 5 on the 78th Pyre 122nd year of Ascendancy at 04:46 Killed by onilug at level 19 on the 67th Dusk 122nd year of Ascendancy at 00:06 Killed by Siloretta the dredge at level 20 on the 68th Dusk 122nd year of Ascendancy at 01:33 Killed by Horned Horror at level 21 on the 69th Dusk 122nd year of Ascendancy at 02:57 Killed by Horned Horror at level 21 on the 69th Dusk 122nd year of Ascendancy at 04:02 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 10 (base 10) |
Magic | 50 (base 50) |
Willpower | 59 (base 41) |
Cunning | 18 (base 11) |
Resources
Life | -39/312 |
Mana | 274/485 |
Healing Factor | 1.2400003099962 |
Regeneration | 12.710003177461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000002% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 23 |
Accuracy | 31 |
Crit Chance | 5% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Fire | +19% |
Lightning | +62% |
Nature | +21% |
Darkness | +18% |
Cold | +41% |
Physical | +15% |
Mind | +10% |
All | +7% |
Offense: Damage Penetration
Lightning | +60% |
Light | +5% |
Darkness | +8% |
Defense: Base
Armour (hardiness) | 17 (34%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 7 |
Physical Save | 33 |
Spell Save | 34 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 40%( 70%) |
Nature | + 27%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 54%( 70%) |
Fire | + 14%( 70%) |
Mind | + 14%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 27% |
Poison Resistance | 100% |
Disarm Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 130 damage for 5 turns. |
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 50 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 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 / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | 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 |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | pouch of iron shots of erosion (15/15, 17-20 power, 1 apr) pouch of iron shots of erosion (15/15, 17-20 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 15 On-ranged-hit +5 nature Shots are used with slings to pummel your foes to death. |
Light source | brass lantern of illusion brass lantern of illusion2.0 Encumbrance T1 lite [Ego+] Psionic While equipped: defense ------ Defense +6 (+3 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +12 (+4 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 55.85 to 167.55 lightning damage (111.70 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | Shockripper the yew wand of lightning storm [power 254] (15 cooldown) Shockripper the yew wand of lightning storm [power 254] (15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% lightning Ignore resists +25% lightning other ------- Wards +4 lightning +4 nature +3 light +2 darkness Talents +2 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (411 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Morbusprophet the gold ring Morbusprophet the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% lightning +6% nature +3% mind Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Defense +10 (+5 eff.) Resistance +24% lightning +6% mind Life Regen +2.00 Stun Resist +27% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 125% 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 | Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Ivussra Ivussra1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +1 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Physical save +6 (+3 eff.) other ------- Psi when Hit +0.08 Max psi +30.00 A belt that goes around your waist. |
In main hand | Kindlevice the ash magestaff (15-18 power, 3 apr, lightning element) Kindlevice the ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% lightning +12% fire +6% cold Ignore resists +15% lightning When Hit 2 lightning defense ------ Armor +4 Hardiness +4% Resistance +6% fire Physical save +5 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Lustrevault the hardened leather gloves (0 def, 2 armour) Lustrevault the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex offense ------ On-Hit 7 cold Damage +6% lightning +3% cold Ignore resists +5% light +10% lightning Accuracy +18 (+7 eff.) defense ------ Armor +2 Resistance +6% cold Physical save +7 (+4 eff.) Mind save +6 (+2 eff.) Disarm Resist +26% other ------- Light +3 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 | mindwoven woollen robe of power (0 def, 0 armour) mindwoven woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +12 (+4 eff.) Mindpower +3 (+1 eff.) Damage +7% all defense ------ Resistance +9% all Mind save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Blazequill (2 def, 7 armour) Blazequill (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +6% Damage +11% darkness +6% lightning Ignore resists +8% darkness +10% lightning When Hit 8 lightning defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +15% darkness +14% cold Stealth +11 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the titan (speed 571%; cd 17) movement infusion of the titan (speed 571%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 295; 13 cd) regeneration infusion of the warrior (heal 295; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, blight, cold, nature, mind) Prismatic Rune (6 turns; physical, blight, cold, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 4 physical, 4 blight, 5 cold, 5 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
Blasttrial Blasttrial0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +11% mind +3% lightning Ignore resists +10% acid When Hit 4 acid defense ------ Resistance +9% acid +11% mind +12% lightning Rings make your fingers look great! |
copper ring 'Malyruiyon' copper ring 'Malyruiyon'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Con defense ------ Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% lightning Accuracy +6 (+3 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
cruel elm vilestaff (10-12 power, 2 apr, darkness element) cruel elm vilestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, acid element) elm vilestaff (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hathuchak the ash starstaff (15-18 power, 3 apr, darkness element) Hathuchak the ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+3 eff.) Spellpower +16 (+6 eff.) Damage +15% darkness +6% mind Accuracy +5 (+3 eff.) defense ------ Resistance +3% nature +9% cold Life Regen +0.70 Healmod +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Arcreeve' (15-18 power, 3 apr, blight element) ash vilestaff 'Arcreeve' (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% blight Ignore resists +5% lightning +8% blight other ------- Mana/turn +0.12 Max mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dreamer's linen robe of lightning (+16%) (0 def, 0 armour) dreamer's linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +10% darkness +11% mind +7% all Physical save +11 (+6 eff.) Spell save +11 (+5 eff.) Mind save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Saludanor' (0 def, 0 armour) linen robe 'Saludanor' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +3% blight +3% darkness +7% all Mind save +3 (+1 eff.) other ------- Psi when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour) spellwoven woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +14 (+5 eff.) Damage +8% all defense ------ Resistance +9% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 75.21 to 225.64 lightning damage (150.42 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloudmalice Cloudmalice1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Damage +6% lightning +6% light Ignore resists +5% darkness +5% lightning When Hit 6 darkness defense ------ Resistance +6% acid +6% lightning +6% blight A belt that goes around your waist. |
rough leather belt rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Dagyblek' rough leather belt 'Dagyblek'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag defense ------ Defense +8 (+4 eff.) Resistance +6% mind Stealth +6 Unlife -20.00 life other ------- Light +1 A belt that goes around your waist. |
Frigidhue the linen cloak (1 def, 0 armour) Frigidhue the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +9% cold Ignore resists +10% cold defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Halehir' (1 def, 0 armour) linen cloak 'Halehir' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +6% acid defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Life Regen +2.00 Disease Resist +20% Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Healkin' (1 def, 0 armour) linen cloak 'Healkin' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) Ignore Armor +3 On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% nature +9% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception 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. |
Huradogar the pair of rough leather boots (0 def, 1 armour) Huradogar the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Ignore resists +15% arcane defense ------ Armor +1 Resistance +3% lightning +6% cold +5% arcane +3% darkness Physical save +10 (+5 eff.) Mind save +12 (+4 eff.) A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
temporal rough leather gloves of strength (+3) (0 def, 1 armour) temporal rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +3% temporal defense ------ Armor +1 Resistance +5% temporal 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. |
Balakalthochik (1 def, 0 armour) Balakalthochik (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +10% darkness Ignore resists +10% arcane When Hit 4 arcane defense ------ Defense +1 (+0 eff.) Resistance +15% darkness other ------- Stamina/turn +1.00 Max stamina +10.00 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Physical save +12 (+6 eff.) A cap made of leather. |
7 agate 7 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. |
12 spinel 12 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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. |
10 citrine 10 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. |
9 zircon 9 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. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
3 amethyst 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
388 alchemist agate 388 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. |
Blastransom the brass lantern Blastransom the brass lantern2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ When Hit 2 lightning defense ------ Resistance +3% physical +9% cold +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Chugorn Chugorn2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Wil offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +6 Ignore resists +5% acid When Hit 6 arcane defense ------ Physical save +7 (+4 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gleampanic Gleampanic2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +12% light +3% arcane Ignore resists +5% acid defense ------ Resistance +6% acid Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +7 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic Soul Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
elm totem of stinging [power 116] (15 cooldown) elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Woewish [power 9] (15 cooldown) Woewish [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% darkness defense ------ Resistance +3% lightning +1% physical Spell save +6 (+3 eff.) Reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elm wand of shielding [power 116] (20 cooldown) cleansing elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By SKELETON the Skeleton Archmage level 21
69th Dusk 122nd year of Ascendancy at 02:39 see stats
By SKELETON the Skeleton Archmage level 10
24th Dusk 122nd year of Ascendancy at 04:40 see stats
By SKELETON the Skeleton Archmage level 20
67th Dusk 122nd year of Ascendancy at 02:40 see stats
By SKELETON the Skeleton Archmage level 21
69th Dusk 122nd year of Ascendancy at 02:50 see stats
By SKELETON the Skeleton Archmage level 9
23rd Dusk 122nd year of Ascendancy at 01:51 see stats
By SKELETON the Skeleton Archmage level 20
68th Dusk 122nd year of Ascendancy at 03:31 see stats
By SKELETON the Skeleton Archmage level 14
36th Dusk 122nd year of Ascendancy at 08:09 see stats
Log
SKELETON resists!
Phantasmal Shield hits Horned Horror for (23 flat reduction), 10 light (10 total damage).
Melee retaliation hits Horned Horror for (7 flat reduction), 0 lightning, (7 flat reduction), 0 lightning (0 total damage).
Horned Horror hits SKELETON for (133 absorbed), 0 physical, (12 absorbed), 0 lightning, (90 absorbed), 43 physical, 12 lightning, 33 lightning (88 total damage).
Poruma the bandit lord shoves Bandit aside.
SKELETON regains balance.
Talent Congeal Time is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Ward is ready to use.
Thunderstorm hits Bandit for 15 lightning, 14 lightning (29 total damage).
Thunderstorm hits Horned Horror for (11 flat reduction), 0 lightning (0 total damage).
Thunderstorm hits Poruma the bandit lord for 15 lightning, 14 lightning (29 total damage).
SKELETON hits Bandit for 12 lightning damage.
SKELETON hits Horned Horror for (12 flat reduction), 0 lightning (0 total damage).
SKELETON hits Poruma the bandit lord for 12 lightning damage.
SKELETON casts Nova.
SKELETON's spell attains critical power!
Bandit is caught inside a Hurricane.
Bandit is dazed!
SKELETON hits Bandit for 56 lightning damage.
SKELETON hits Horned Horror for (23 flat reduction), 31 lightning (31 total damage).
SKELETON hits Poruma the bandit lord for 54 lightning damage.
Horned Horror lashes out with a flurry of fists.
Horned Horror performs a melee critical strike against SKELETON!
Horned Horror casts Chain Lightning.
Melee retaliation hits Horned Horror for (8 flat reduction), 0 lightning, (8 flat reduction), 0 lightning, (8 flat reduction), 0 lightning (0 total damage).
Horned Horror hits SKELETON for 217 physical, 12 lightning, 46 lightning (276 total damage).
SKELETON the level 21 skeleton archmage was amped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
The furious lightning storm around SKELETON calms down and disappears.