












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Escort Life Adjustment 1.7.0Allows the player to set the minimum life and life regen of escorts as a setting in the Gameplay menu. This should be more compatible with addons that change the escort quests, as it uses the provided hook to loop through the escort data structure and adjusts max_life and life_regen values on the actors. Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Psionic Blade 1.7.2Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: 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: Necromancy tweak 1.7.6Call of the Сrypt: Shattered Remains: Assemble: Chill of the Tomb: Aura of Undeath: Surge of Undeath: Dread: Minions can't open doors now 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 :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) 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 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 | Normal Adventure |
Sex | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 35 / 93% |
Size | medium |
Lifes / Deaths | Killed by Storm at level 29 on the 15th Regrowth 123rd year of Ascendancy at 12:01 7 / 1 |
Primary Stats
Strength | 80 (base 15) |
Dexterity | 93 (base 12) |
Constitution | 95 (base 41) |
Magic | 271.9155239911 (base 60) |
Willpower | 130 (base 60) |
Cunning | 181 (base 60) |
Resources
Life | 609/609 |
Mana | 383/383 |
Stamina | 462/462 |
Psi | 650/650 |
Healing Factor | 1.4812106582884 |
Regeneration | 4.8139346394373 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +79.612839287566% |
Spell | 0% |
Global | +177.85543841536% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 366 |
Accuracy | 108 |
Crit Chance | 108% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 119 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 108 |
Crit Chance | 83% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +44% |
Arcane | +34% |
Cold | +29% |
All | +14% |
Darkness | +38% |
Temporal | +48% |
Physical | +26% |
Lightning | +129% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +54% |
Physical | +20% |
Defense: Base
Armour (hardiness) | 98.726274536822 (60.418071861941%) |
Defense | 76 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 85.6 |
Spell Save | 90.6 |
Mental Save | 92 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 51%( 70%) |
Physical | + 41%( 70%) |
Cold | + 70%( 70%) |
All | + 35%( 70%) |
Lightning | + 58%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 58%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/5)
Runes | Effective talent level: 3.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 191 damage for 6 turns. |
Runes | Effective talent level: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 7 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 4 turns and blocking 59 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: 3.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 8 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 614% for 10 turns (524 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 3.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 359 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Psionic / Nihilism | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.40 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Neurodisruption | 1.00 |
| 0/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Spell / Storm | 1.40 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Psionic / Mindfulness | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Abstraction |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Shock Hands |
talent | Living Lightning |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Lightning Infusion |
talent | Daunting Presence |
talent | Volatile Fluctuations |
talent | Psionic Storm |
talent | Spellcraft |
talent | Defensive Posture |
talent | Metacognition |
talent | Essence of Speed |
talent | Hurricane |
beneficial effect | Physical power, spellpower and all saves increased by 42. Commander of the Dead |
beneficial effect | The target is surrounded by a magical shield, absorbing 34/34 damage before it crumbles. Damage Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+27% global speed). Clarity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 927. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed ice wyrm tooth. * You've found the needed green worm. * You've found the needed multi-hued wyrm scale. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | 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
Psionic focus | ![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +4% Mind.pwr +31 (+5 eff.) Dmg.mod +13% lightning +12% physical +11% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +10% physical +10% darkness Mind.save +6 (+1 eff.) ---------- misc Psi/ret +0.16 Max.hate +7.00 A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +8 Mag +2 Con dps ---------- Phys.crit +2.0% Spell.pwr +6 (+1 eff.) Dmg.mod +7% acid +8% blight Acc +10 (+1 eff.) Apr +1 ----- def ----- Armour +10 Resists +12% fire +12% cold Phys.save +12 (+1 eff.) Disease- +36% ---------- misc Infravis +2 A pair of boots made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.11 cold and 28.43 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Dex +16 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+0 eff.) Dmg.mod +13% darkness Res.pen +5% blight Acc +20 (+3 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +3% blight +3% cold +26% darkness Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Dex +2 Mag +8 Cun +7 Con dps ---------- S.pwr/crit +4 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.50 Mana/turn +0.44 Max.mana +39.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +5 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning ----- def ----- Armour +7 Defense +10 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +30.00 Max.N.En +30.00 Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 267.12 physical damage and knocking targets back 7 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +6 Str +3 Mag +7 Cun dps ---------- Phys.crit +5.0% Res.pen +20% physical Apr +3 ----- def ----- Armour +8 Resists +15% fire +15% cold A belt that goes around your waist. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +27.00% Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +3 (+1 eff.) Resists +7% acid +9% fire +7% lightning +7% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +6% Spell.pwr +23 (+3 eff.) S.pwr/crit +8 Dmg.mod +22% blight +34% temporal +20% arcane +12% all ----- def ----- Resists +22% blight +13% all Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Max.mana +75.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Lck +2 Mag dps ---------- S.pwr/crit +3 Acc +8 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Unseen.red 13% ---------- misc Mana/turn +0.22 Max.mana +28.00 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 259/400 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. |
Achievements
By Storm the Shalore Adventurer level 17
8th Dusk 122nd year of Ascendancy at 16:15 see stats
By Storm the Shalore Adventurer level 29
4th Regrowth 123rd year of Ascendancy at 21:15 see stats
By Storm the Shalore Adventurer level 21
51st Dusk 122nd year of Ascendancy at 00:03 see stats
By Storm the Shalore Adventurer level 21
41st Dusk 122nd year of Ascendancy at 09:24 see stats
By Storm the Shalore Adventurer level 22
10th Haze 122nd year of Ascendancy at 21:59 see stats
By Storm the Shalore Adventurer level 18
37th Dusk 122nd year of Ascendancy at 17:07 see stats
By Storm the Shalore Adventurer level 24
11st Haze 122nd year of Ascendancy at 13:27 see stats
By Storm the Shalore Adventurer level 17
6th Dusk 122nd year of Ascendancy at 20:30 see stats
By Storm the Shalore Adventurer level 10
6th Flare 122nd year of Ascendancy at 06:07 see stats
By Storm the Shalore Adventurer level 20
39th Dusk 122nd year of Ascendancy at 03:06 see stats
By Storm the Lich Adventurer level 30
26th Regrowth 123rd year of Ascendancy at 12:31 see stats
By Storm the Lich Adventurer level 29
15th Regrowth 123rd year of Ascendancy at 12:01 see stats
By Storm the Shalore Adventurer level 26
33rd Haze 122nd year of Ascendancy at 11:44 see stats
By Storm the Lich Adventurer level 30
26th Regrowth 123rd year of Ascendancy at 17:56 see stats
By Storm the Shalore Adventurer level 25
22nd Haze 122nd year of Ascendancy at 08:30 see stats
By Storm the Shalore Adventurer level 25
15th Haze 122nd year of Ascendancy at 05:52 see stats
By Storm the Shalore Adventurer level 14
5th Dusk 122nd year of Ascendancy at 21:26 see stats
By Storm the Shalore Adventurer level 13
10th Flare 122nd year of Ascendancy at 05:46 see stats
By Storm the Shalore Adventurer level 9
4th Flare 122nd year of Ascendancy at 01:48 see stats
By Storm the Shalore Adventurer level 26
36th Haze 122nd year of Ascendancy at 15:38 see stats
By Storm the Shalore Adventurer level 23
11st Haze 122nd year of Ascendancy at 01:17 see stats
By Storm the Shalore Adventurer level 9
2nd Flare 122nd year of Ascendancy at 17:26 see stats
By Storm the Shalore Adventurer level 27
55th Haze 122nd year of Ascendancy at 13:16 see stats
By Storm the Shalore Adventurer level 13
1st Dusk 122nd year of Ascendancy at 04:48 see stats
Log
You gain 5.00 gold from the transmogrification of Un'fezan's Cap (1 def, 0 armour).
You gain 0.20 gold from the transmogrification of hardened leather hat (0 def, 3 armour).
You gain 2.35 gold from the transmogrification of hardened leather belt of shielding.
You gain 15.00 gold from the transmogrification of Therapeutic Platemail (4 def, 10 armour).
You extract amethyst from impenetrable steel mail armour of command (11 def, 18 armour)
You gain 8.00 gold from the transmogrification of amethyst.
You gain 1.60 gold from the transmogrification of mindwoven cashmere robe of fire (+11%) (0 def, 0 armour).
You gain 4.46 gold from the transmogrification of focusing cashmere robe of blight (+15%) (0 def, 0 armour).
You extract amethyst from steel steamsaw of crushing (12-19 power, 0 apr)
You gain 8.00 gold from the transmogrification of amethyst.
You extract lapis lazuli from enhanced dwarven-steel mace of shearing (25-35 power, 4 apr)
You gain 12.00 gold from the transmogrification of lapis lazuli.
You gain 19.97 gold from the transmogrification of Turohek the Nimbusspire (25-35 power, 4 apr).
You extract emerald from dwarven-steel battleaxe of daylight (32-48 power, 2 apr)
You gain 12.00 gold from the transmogrification of emerald.
You gain 5.94 gold from the transmogrification of cruel yew magestaff of illumination (20-24 power, 4 apr, cold element).
You gain 15.40 gold from the transmogrification of Staff of Destruction (20-24 power, 4 apr, fire element).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 101; dur 5; cd 15).
You gain 3.25 gold from the transmogrification of medical injector implant (efficiency 110% / cooldown 89%).
There is a Blood soaked ruins... rumored to be a lair for vampires. 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.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:28.
Saving game...
Saving done.
The furious lightning storm around Storm calms down and disappears.