Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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 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:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. 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!) Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. 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 | Male |
Race | Sentient Crystal |
Class | Archmage |
Level / Exp | 31 / 88% |
Size | medium |
Lifes / Deaths | Killed by Glorylethra the rogue sapper at level 11 on the 5th Dusk 122nd year of Ascendancy at 15:44 4 / 2Killed by Voradann the snow giant at level 27 on the 69th Haze 122nd year of Ascendancy at 16:18 |
Primary Stats
Strength | 19 (base 11) |
Dexterity | 18 (base 10) |
Constitution | 26 (base 10) |
Magic | 109 (base 60) |
Willpower | 85 (base 45) |
Cunning | 43 (base 20) |
Resources
Life | 556/556 |
Mana | 410/445 |
Healing Factor | 1.1316586254954 |
Regeneration | 14.994476787814 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +40% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
See Invisible | 7 |
Offense: Mainhand
Damage | 47 |
Accuracy | 30 |
Crit Chance | 17% |
APR | 6 |
Speed | 1.43 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 33% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 14% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Blight | +26% |
Arcane | +22% |
Cold | +46% |
All | +11% |
Lightning | +68% |
Light | +48% |
Darkness | +24% |
Mind | +35% |
Nature | +15% |
Offense: Damage Penetration
Blight | +25% |
Lightning | +65% |
All | +15% |
Defense: Base
Armour (hardiness) | 21.361719901846 (62.282544291188%) |
Defense | 63 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 45 |
Mental Save | 37 |
Defense: Resistances
Acid | + 32%( 78%) |
Blight | + 49%( 78%) |
Arcane | + 41%( 78%) |
Cold | + 46%( 78%) |
All | + 27%( 78%) |
Lightning | + 44%( 78%) |
Light | + 52%( 78%) |
Physical | + 28%( 78%) |
Mind | + 35%( 78%) |
Fire | + 32%( 78%) |
Nature | + 37%( 78%) |
Defense: Immunities
Stun Resistance | 37% |
Confusion Resistance | 20% |
Poison Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Pinning Resistance | 19% |
Silence Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 947 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 3692.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 10 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (143% 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 (130 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: 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 95 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. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Crystal | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Phantasmal Shield |
talent | Disruption Shield |
talent | Arcane Power |
talent | Shielding |
talent | Feather Wind |
beneficial effect | The target is surrounded by a time distortion, absorbing 500/500 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | The target is surrounded by a magical shield, absorbing 947/947 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
beneficial effect | Increases defense by 10. Mobile Defense |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Crystal Crawl |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic 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 ice 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed xorn fragment. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * You've found the needed wretchling eyeball. | 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 within10 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Str +1 Dex +6 Wil +3 Con dps ---------- Dmg.mod +10% mind +9% blight ----- def ----- Resists +18% blight Max.HP +51.00 HP.reg +9.00 ---------- misc Light +5 Infravis +1 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% arcane ----- def ----- Defense +1 (+0 eff.) Cut- +10% Knockbk- +20% ---------- misc Stam/turn +2.00 Max.mana +10.00 A pointy cloth hat, very wizardly... |
Crystal-imbued Gem | malachite malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+4 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 31 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Mind.crit +3% Dmg.mod +14% mind ----- def ----- Resists +11% mind HP.reg +1.00 Silence- +26% Stun/Frz- +27% ---------- misc Mana/turn +0.10 Equi/ret +0.12 Max.hate +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +2 Dex +7 Wil +7 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +33 (+8 eff.) Dmg.mod +17% light +7% all ----- def ----- Armour +2 Resists +12% blight +2% physical +34% light Die.at -20.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +3 Wil +8 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.14 Max.mana +20.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +19 (+5 eff.) Melee+ 15 fire Dmg.mod +30% lightning ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Cun +4 Con dps ---------- Spell.crit +8% Crit.mult +20.00% Spell.pwr +7 (+2 eff.) Mind.pwr +25 (+6 eff.) Dmg.mod +20% light +13% darkness Res.pen +10% blight ----- def ----- Resists +11% all ---------- misc Equi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +29 (+12 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Resists +7% acid +7% fire +9% lightning +6% cold Max.HP +79.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +7 Dex +6 Cun +9 Con dps ---------- Mov.spd +20% Dmg.mod +6% blight ----- def ----- Fatigue -10% HP.reg +3.00 ---------- misc Stam/turn +1.20 Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +60.00 Masteries +0.14 Spell/Ice Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 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. Its effects scale with your Strength 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 |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% light +6% physical Disarm- +10% Pinning- +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +12% darkness Res.pen +5% arcane ----- def ----- Resists +24% darkness Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +4 Mag dps ---------- Res.pen +5% nature Acc +16 (+8 eff.) ----- def ----- Armour +8 Defense +15 (+4 eff.) Spell.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+4 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +14 (+4 eff.) Dmg.mod +20% acid +6% darkness Phasing +19% ----- def ----- Defense +12 (+3 eff.) Resists +3% fire Shield.pwr +7% Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +12 Wil +5 Cun dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +8 (+4 eff.) Spell.pwr +19 (+5 eff.) S.pwr/crit +16 Dmg.mod +25% darkness Res.pen +10% darkness Phasing +10% Acc +9 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Resists +3% darkness ---------- misc Mana/turn +0.10 Max.mana +63.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +6 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +17.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +43.00 Max.N.En +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +18.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Resists +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +15% Crit.mult +15.00% Spell.pwr +23 (+6 eff.) Dmg.mod +30% lightning ---------- misc Max.mana +62.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% cold Res.pen +15% cold Phasing +16% ----- def ----- Defense +25 (+6 eff.) Shield.pwr +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +7% all +8% physical Acc +5 (+2 eff.) Apr +8 ----- def ----- Disarm- +19% Sharp, long, and deadly. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% mind +11% cold Res.pen +15% arcane ----- def ----- Resists +6% acid +5% arcane +7% blight +16% cold +11% mind +9% all Max.HP +48.00 HP.reg +2.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 42% ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +8% Resists +30% acid +10% cold +6% fire ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 20 acid 14 fire Dmg.mod +12% mind +9% cold Res.pen +25% mind Melee Ret 12 acid 14 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +55% lightning +23% fire +30% acid A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Resists +6% lightning +6% temporal Die.at -20.00 life Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +10% nature +10% acid Melee Ret 20 acid ----- def ----- Defense +6 (+1 eff.) ---------- misc Vim/ret +1.00 This light cloak emits a cloud of painful mist when worn. |
![]() 2.0 T5 cloak armor [Ego++] Master While equipped: dps ---------- Dmg.mod +25% darkness Res.pen +11% darkness ----- def ----- Armour +6 Defense +10 (+2 eff.) Resists +21% darkness Phys.save +18 (+9 eff.) Spell.save +17 (+6 eff.) Mind.save +22 (+8 eff.) Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Phys.pwr +5 (+3 eff.) Res.pen +5% physical ----- def ----- Armour +7 Resists +6% lightning +6% temporal ---------- misc Max.hate +4.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +13% lightning +3% mind Res.pen +15% nature ----- def ----- Armour +1 Resists +12% lightning +9% nature Unarmed combat: Power 93% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 5 nature Dmg.mod +4% nature +3% arcane ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 nature +5 arcane On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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% Unarmed combat: Power 115% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 89.82 physical damage and knocking targets back 5 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. |
3 sugilite 3 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
enormous geode enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 tanzanite 2 tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While carried: Melee Ret 15 bleed Hardiness +5% Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) A small facet of yourself, awakened and cleaved from yourself by the Blood of Life. You feel empowered carrying it. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Resists +6% blight Phys.save +3 (+2 eff.) Max.HP +85.00 HP.reg +2.00 ---------- 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +6% acid Melee Ret 4 acid ----- def ----- Max.HP +43.00 ---------- misc Psi/ret +0.04 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. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +8 Wil +3 Con dps ---------- Crit.mult +15.00% Res.pen +25% blight +15% arcane Melee Ret 6 lightning ----- def ----- Armour +8 Max.HP +40.00 ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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 T4 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) S.pwr/crit +10 ----- def ----- Defense +20 (+5 eff.) Resists +6% fire Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.28 Max.mana +100.00 Blast the opponent's mind dealing 486 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Arcymag the Sentient Crystal Archmage level 11
7th Flare 122nd year of Ascendancy at 21:48 see stats
By Arcymag the Sentient Crystal Archmage level 31
6th Allure 123rd year of Ascendancy at 04:11 see stats
By Arcymag the Sentient Crystal Archmage level 24
52nd Haze 122nd year of Ascendancy at 16:42 see stats
By Arcymag the Sentient Crystal Archmage level 10
8th Mirth 122nd year of Ascendancy at 05:41 see stats
By Arcymag the Sentient Crystal Archmage level 20
44th Haze 122nd year of Ascendancy at 09:20 see stats
By Arcymag the Sentient Crystal Archmage level 30
2nd Allure 123rd year of Ascendancy at 21:06 see stats
By Arcymag the Sentient Crystal Archmage level 19
43rd Haze 122nd year of Ascendancy at 23:38 see stats
By Arcymag the Sentient Crystal Archmage level 13
24th Dusk 122nd year of Ascendancy at 06:20 see stats
By Arcymag the Sentient Crystal Archmage level 13
24th Dusk 122nd year of Ascendancy at 05:30 see stats
By Arcymag the Sentient Crystal Archmage level 10
9th Mirth 122nd year of Ascendancy at 03:46 see stats
By Arcymag the Sentient Crystal Archmage level 18
43rd Haze 122nd year of Ascendancy at 21:14 see stats
By Arcymag the Sentient Crystal Archmage level 13
10th Dusk 122nd year of Ascendancy at 12:41 see stats
By Arcymag the Sentient Crystal Archmage level 22
49th Haze 122nd year of Ascendancy at 11:26 see stats
By Arcymag the Sentient Crystal Archmage level 15
35th Dusk 122nd year of Ascendancy at 13:41 see stats
Log
Arcymag casts Nova.
Rogue is caught inside a Hurricane.
Rogue is dazed!
Arcymag hits Rogue for 142 lightning damage.
Arcymag hits Assassin for 142 lightning damage.
Arcymag hits Thief for 142 lightning damage.
Rogue is not dazed anymore.
Thief is not dazed anymore.
Bleeding from Arcymag hits Rogue for 3 physical damage.
Bleeding from Arcymag hits Thief for 4 physical damage.
Hurricane from Arcymag hits Rogue for 156 lightning damage.
Hurricane from Arcymag hits Assassin for 156 lightning damage.
Hurricane from Arcymag hits Thief for 156 lightning damage.
Hurricane from Arcymag hits Rogue for 157 lightning damage.
Hurricane from Arcymag hits Assassin for 157 lightning damage.
Hurricane from Arcymag hits Thief for 157 lightning damage.
Assassin uses Infusion: Healing.
Assassin misses Arcymag.
Assassin misses Arcymag.
Hurricane from Arcymag killed Thief!
Hurricane from Arcymag killed Rogue!
Assassin receives 137 healing from Infusion: Healing.
Thunderstorm hits Assassin for 41 lightning damage.
Assassin is dazed!
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (assassin)).
Saving game...
Saving done.
The furious lightning storm around Arcymag calms down and disappears.