









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 24 / 61% |
Size | medium |
Lifes / Deaths | Killed by Yrgupa the halfling at level 23 on the 71st Haze 122nd year of Ascendancy at 06:43 / 2Killed by worm that walks at level 24 on the 10th Allure 123rd year of Ascendancy at 15:24 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 27 (base 10) |
Constitution | 10 (base 10) |
Magic | 70 (base 54) |
Willpower | 19 (base 10) |
Cunning | 74 (base 47) |
Resources
Life | -152/774 |
Mana | 143/283 |
Stamina | 180/236 |
Healing Factor | 1.2200003099961 |
Regeneration | 25.925006587418 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 23 |
Accuracy | 51 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 51 |
Crit Chance | 33% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +12% |
Nature | +21% |
Blight | +10% |
Physical | +27% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 5 |
Physical Save | 37 |
Spell Save | 28 |
Mental Save | 30 |
Defense: Resistances
Blight | + 18%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Physical | + 10%( 70%) |
Darkness | + 25%( 70%) |
Light | + 12%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 14%( 70%) |
Fire | + 29%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Teleport Resistance | 20% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning 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 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 (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 360 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Phys.save +9 (+4 eff.) Spell.save +6 (+3 eff.) Max.HP +80.00 HP.reg +4.00 ---------- misc Stam/turn +0.30 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+7 eff.) Dmg.mod +6% nature +21% physical ----- def ----- Resists +6% nature +12% fire Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal +1% physical Stun/Frz- +20% ---------- misc Equi/ret +0.80 Psi/ret +1.00 Hate/ret +0.70 Infravis +1 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +7 Cun dps ---------- Dmg.mod +12% lightning Melee Ret 4 lightning ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning Crit.chn- 10.00% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 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. |
Tool | ![]() 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +10% blight ----- def ----- Resists +3% light +3% cold +12% darkness +5% arcane Mind.save +9 (+5 eff.) Max.HP +63.00 HP.reg +12.00 Heal.mod +10% Confus- +22% Rings make your fingers look great! It was corrupted by the digestive sack. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +42.00 HP.reg +5.00 Heal.mod +12% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 13% chance to reduce all saves and defense by 25 While equipped: Stats +3 Cun +3 Wil dps ---------- Spell.crit +2% Crit.mult +10.00% S.pwr/crit +10 Acc +5 (+1 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.stam +30.00 One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical +15% cold Acc +30 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Phys.save +6 (+3 eff.) Max.HP +46.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +15% lightning On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +12% cold +6% mind +9% all Phys.save +19 (+7 eff.) Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 42 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Disrupt Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +11% nature Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all +10% physical Acc +20 (+6 eff.) Apr +13 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 mind 6 darkness Dmg.mod +3% mind +5% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +16 cold While equipped: Stats +3 Con ----- def ----- Resists +12% light Crit.chn- 15.00% HP.reg +4.00 Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit.r1 +16 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+6 eff.) Resists +8% acid +8% lightning +9% cold +9% fire +3% all Spell.save +7 (+4 eff.) Disarm- +24% One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +18% lightning +12% cold Acc +6 (+2 eff.) Apr +5 Melee Ret 6 mind ----- def ----- Defense +2 (+2 eff.) Resists +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% arcane ----- def ----- Resists +11% all ---------- misc Max.mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil +6 Cun +2 Con dps ---------- Apr +3 ----- def ----- Defense +27 (+16 eff.) Resists +5% lightning +9% temporal ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% nature +12% blight Res.pen +15% nature Melee Ret 2 nature ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +6% Resists +7% mind +3% blight Phys.save +6 (+3 eff.) Mind.save +13 (+7 eff.) Max.HP +31.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +21% acid +12% light ----- def ----- Armour +21 Defense +3 (+3 eff.) Fatigue +12% Mind.save +6 (+3 eff.) ---------- misc Max.hate +10.00 Light +3 A suit of armour made of mail. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Maya the Skeleton Arcane Blade level 23
35th Haze 122nd year of Ascendancy at 05:54 see stats
By Maya the Skeleton Arcane Blade level 18
32nd Dusk 122nd year of Ascendancy at 13:01 see stats
By Maya the Skeleton Arcane Blade level 23
79th Haze 122nd year of Ascendancy at 15:35 see stats
By Maya the Skeleton Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 09:14 see stats
By Maya the Skeleton Arcane Blade level 20
39th Dusk 122nd year of Ascendancy at 20:11 see stats
By Maya the Skeleton Arcane Blade level 23
69th Dusk 122nd year of Ascendancy at 04:20 see stats
By Maya the Skeleton Arcane Blade level 21
51st Dusk 122nd year of Ascendancy at 11:00 see stats
By Maya the Skeleton Arcane Blade level 11
3rd Flare 122nd year of Ascendancy at 23:55 see stats
By Maya the Skeleton Arcane Blade level 22
66th Dusk 122nd year of Ascendancy at 06:49 see stats
By Maya the Skeleton Arcane Blade level 8
8th Mirth 122nd year of Ascendancy at 10:07 see stats
By Maya the Skeleton Arcane Blade level 24
3rd Allure 123rd year of Ascendancy at 17:49 see stats
By Maya the Skeleton Arcane Blade level 15
25th Dusk 122nd year of Ascendancy at 17:40 see stats
By Maya the Skeleton Arcane Blade level 23
71st Haze 122nd year of Ascendancy at 06:43 see stats
Log
Worm that walks's spell attains critical power!
Maya is afflicted by an epidemic!
Worm that walks performs a melee critical strike against Maya!
Maya's is vulnerable to attacks and effects!
Maya has temporarily forgotten Rune: Shatter Afflictions for 3 turns!
Ruin hits Worm that walks for 10 healing, 11 healing (0 total damage) [21 healing].
Worm that walks hits Maya for 39 blight, 21 blight, 19 blight, 8 arcane, 22 blight (110 total damage).
Melee retaliation hits Worm that walks for 4 lightning, 4 lightning (9 total damage).
Talent Flurry is ready to use.
Thunderstorm hits Worm that walks for 46 lightning damage.
Epidemic from Worm that walks hits Maya for 89 blight damage.
Worm Rot from Worm that walks hits Maya for 42 blight, 39 acid (81 total damage).
Maya casts Arcane Strike.
Worm that walks slows down.
Maya hits Worm that walks for 17 arcane, 7 mind, 13 lightning, 17 arcane, 7 mind, 13 lightning (75 total damage).
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks performs a melee critical strike against Maya!
Talent Lightning is ready to use.
Talent Teleport is ready to use.
Ruin hits Worm that walks for 11 healing, 11 healing (0 total damage) [21 healing].
Worm Rot from Worm that walks hits Maya for 42 blight, 39 acid (81 total damage).
Worm that walks hits Maya for 203 blight, 25 blight, 22 blight, 31 blight, 8 arcane, 22 blight, 17 fire (327 total damage).
Epidemic from Worm that walks hits Maya for 89 blight damage.
Melee retaliation hits Worm that walks for 4 lightning, 4 lightning (9 total damage).
Maya the level 24 skeleton arcane blade was tainted to death by a worm that walks on level 1 of Urebar.
The furious lightning storm around Maya calms down and disappears.
A carrion worm mass bursts out of Maya!
Maya is free from the worm rot.