











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 15 / 69% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 33 (base 26) |
Dexterity | 23 (base 15) |
Constitution | 16 (base 10) |
Magic | 47 (base 28) |
Willpower | 16 (base 10) |
Cunning | 20 (base 13) |
Resources
Life | 356/356 |
Mana | 114/114 |
Stamina | 117/117 |
Healing Factor | 1.1645771506545 |
Regeneration | 0.29114428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.205122053262% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 27.388114253578 |
Offense: Mainhand
Damage | 43 |
Accuracy | 43 |
Crit Chance | 16% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 43 |
Crit Chance | 6% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Lightning | +30% |
Cold | +9% |
Nature | +9% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +15% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 11 (35%) |
Defense | 16 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Acid | + 29%( 70%) |
Light | + 21%( 70%) |
Lightning | + 40%( 70%) |
Nature | + 10%( 70%) |
Physical | + 12%( 70%) |
Cold | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Teleport Resistance | 20% |
Confusion Resistance | 21% |
Pinning Resistance | 100% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 40 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: 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 782% for 10 turns (15 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 183 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Shield |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Nerinne the grey mold. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +5 Fatigue +2% Resistance +12% acid +6% cold Crit Resistance 5.00% other ------- Infravision +1 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 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +41.00 Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +1 Wil offense ------ Damage +11% lightning Ignore resists +15% physical Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con defense ------ Armor +6 Hardiness +5% Resistance +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to 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 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +6 (+2 eff.) Ignore Armor +11 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +5 (+4 eff.) Resistance +12% acid +6% light Mind save +5 (+3 eff.) Unlife -40.00 life Teleport Resist +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Spellpower +15 (+5 eff.) Damage +3% arcane +9% cold Ignore resists +5% lightning defense ------ Defense +1 (+1 eff.) Spell save +12 (+6 eff.) Mind save +6 (+3 eff.) 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 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% lightning +9% nature defense ------ Resistance +19% lightning +9% light +3% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+5 eff.) Mind save +5 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 mind On-crit, radius 2 +12 nature +4 acid On Hit: * 20% chance to reduce armor by 33% * 12% chance to reduce all saves and defense by 13 While equipped: Stats +2 Cun +2 Wil offense ------ Damage +12% nature Sharp, long, and deadly. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +9% physical +10% fire defense ------ Defense +7 (+5 eff.) Unlife -60.00 life other ------- Max stamina +30.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 69.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% blight +10% fire +10% darkness +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) Damage +13% fire defense ------ Armor +5 Defense +4 (+4 eff.) other ------- Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+5 eff.) Disarm Resist +20% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Ignore resists +10% acid When Hit 6 acid 6 physical defense ------ Physical save +9 (+4 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Mind save +5 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+7 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +13% nature defense ------ Resistance +19% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +25% blight defense ------ Armor +5 Fatigue +2% Resistance +3% blight +3% temporal other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Critical power +5.00% Spellpower +5 (+2 eff.) Ignore resists +20% arcane defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) Spell save +3 (+1 eff.) other ------- Encumbrance +22 Mana-on-crit +2.00 Vim-on-crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Accuracy +15 (+5 eff.) Ignore Armor +1 When Hit 4 physical defense ------ Defense +1 (+1 eff.) other ------- Stamina/turn +1.00 EQ when Hit +0.90 Psi when Hit +0.70 Hate when Hit +0.70 Max stamina +10.00 A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +16% lightning +11% light +10% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Ignore resists +5% temporal When Hit 2 light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% darkness +6% fire other ------- Infravision +2 See Invisibility +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% cold When Hit 6 cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 defense ------ Resistance +6% blight Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+4 eff.) other ------- Disarm Traps +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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Magus the Cornac Arcane Blade level 13
36th Dusk 122nd year of Ascendancy at 15:36 see stats
By Magus the Cornac Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 14:02 see stats
By Magus the Cornac Arcane Blade level 13
3rd Dusk 122nd year of Ascendancy at 15:35 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 0.87 gold from the transmogrification of woodsman's iron pickaxe (dig speed 38 turns).
You gain 6.14 gold from the transmogrification of Tulylen the iron plate armour (0 def, 7 armour).
You gain 0.87 gold from the transmogrification of rough leather armour of spell shielding (3 def, 2 armour).
You gain 1.62 gold from the transmogrification of prismatic iron mail armour of spell shielding (2 def, 4 armour).
You gain 5.15 gold from the transmogrification of Lisiwen the rough leather cap (0 def, 3 armour).
You gain 6.56 gold from the transmogrification of Lightbolt the pair of rough leather boots (0 def, 1 armour).
You gain 6.49 gold from the transmogrification of Emenne (0 def, 1 armour).
You gain 0.83 gold from the transmogrification of thick linen cloak (1 def, 5 armour).
You gain 2.56 gold from the transmogrification of spellcowled linen cloak (1 def, 0 armour).
You gain 10.03 gold from the transmogrification of rough leather belt 'Dayravage'.
You gain 4.99 gold from the transmogrification of Chalurim the Shimmerwasp.
You gain 3.75 gold from the transmogrification of mossy mindstar of gales (3-3 power, 12 apr, mind damage).
You gain 8.34 gold from the transmogrification of mossy mindstar 'Sparkimmortal' (2-3 power, 12 apr, nature damage).
You gain 0.45 gold from the transmogrification of iron greatsword of massacre (27-43 power, 1 apr).
You gain 1.85 gold from the transmogrification of hateful iron greatsword (17-27 power, 1 apr).
You gain 0.95 gold from the transmogrification of arcing iron greatmaul of massacre (28-42 power, 1 apr).
There is a ladder to the next level 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.
Magus deactivates Arcane Feed.
Magus activates Arcane Feed.
Magus deactivates Feather Wind.
Magus activates Feather Wind.
Magus deactivates Shock Hands.
Magus activates Shock Hands.
Magus deactivates Arcane Shield.
Magus activates Arcane Shield.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.