










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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.
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 28 / 78% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 24 (base 10) |
Magic | 77 (base 60) |
Willpower | 62 (base 55) |
Cunning | 13 (base 11) |
Resources
Life | 375/375 |
Mana | 419/419 |
Healing Factor | 1.2172674059366 |
Regeneration | 3.9561190692941 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31.205122053262% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +44% |
Light | +12% |
Nature | +17% |
Cold | +5% |
Arcane | +8% |
Mind | +32% |
All | +2% |
Offense: Damage Penetration
Blight | +35% |
Lightning | +75% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 7 (35.65183292883%) |
Defense | 49 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 57 |
Mental Save | 28 |
Defense: Resistances
Acid | + 21%( 70%) |
Lightning | + 35%( 70%) |
Light | + 62%( 70%) |
Darkness | + 28%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 56%( 70%) |
Mind | + 26%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 40% |
Blind Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 730 damage for 6 turns. Its effects scale with your Magic stat. |
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 4 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (166 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% 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 Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Arcane Power |
talent | Disruption Shield |
talent | Shielding |
talent | Feather Wind |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 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 ritch stinger. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. | 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 within4 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
On feet | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex offense ------ Damage +15% mind On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Armor +5 Resistance +9% lightning +12% light +3% mind +3% acid Stealth +10 A pair of boots made of leather. |
Light source | ![]() 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.(119 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +11 (+3 eff.) defense ------ Defense +2 (+0 eff.) other ------- Mana/turn +1.40 Mana when Hit +1.70 Max mana +40.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Spell save +9 (+3 eff.) Mind save +3 (+1 eff.) Blind Resist +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +12 (+4 eff.) Life Regen +3.00 Stun Resist +24% other ------- Max stamina +10.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane While equipped: Stats +3 Mag defense ------ Resistance +6% blight other ------- Mana/turn +0.12 Max mana +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +18.00% Spellpower +15 (+4 eff.) Damage +30% lightning +3% cold Ignore resists +15% cold When Hit 4 cold defense ------ Resistance +12% darkness other ------- Max positive +15.00 Max negative +15.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Spellpower/crit +6 Damage +6% arcane Ignore resists +10% blight defense ------ Armor +2 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +15% nature +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +5% arcane +6% mind +12% light +15% all Poison Resist +40% Disease Resist +37% Silence Resist +10% Teleport Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +1 Mag +2 Wil +2 Cun defense ------ Defense +1 (+0 eff.) Spell save +6 (+2 eff.) other ------- Max mana +43.00 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 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +9 Mag offense ------ Spellpower +30 (+8 eff.) Spellpower/crit +4 Damage +12% arcane defense ------ Defense +10 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +4 Con defense ------ Armor +4 Resistance +6% darkness Physical save +32 (+19 eff.) Unlife -20.00 life Life +56.00 Life Regen +7.00 Cut Resist +10% Disarm Resist +20% other ------- Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+3 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +7% acid +5% temporal +7% fire +6% cold +7% arcane +5% physical defense ------ Resistance +10% acid +11% physical +11% fire +11% cold +7% all other ------- Max mana +22.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +5 Dex +2 Con offense ------ Physical Power +5 (+5 eff.) Damage +22% lightning +6% acid When Hit 6 physical defense ------ Resistance +33% lightning +9% cold +15% all other ------- Stamina/turn +2.00 Max stamina +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Wil +8 Cun +1 Con offense ------ Spell Crit +1% Spellpower +10 (+3 eff.) defense ------ Armor +1 Crit Resistance 5.00% Physical save +6 (+6 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +12% mind +9% arcane defense ------ Armor +12 Defense +11 (+3 eff.) Resistance +6% lightning +2% physical +12% mind Physical save +12 (+9 eff.) Healmod +10% Stun Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Damage +3% arcane +12% physical defense ------ Armor +1 Fatigue +1% Resistance +3% blight A cap 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+7 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+7 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Latent Damage Type: Fire 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +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? |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T2 totem charm [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +10% lightning +15% physical defense ------ Armor +2 Physical save +9 (+7 eff.) other ------- Stamina/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Aeos the Higher Archmage level 20
20th Regrowth 123rd year of Ascendancy at 03:07 see stats
By Aeos the Higher Archmage level 28
48th Pyre 123rd year of Ascendancy at 12:21 see stats
By Aeos the Higher Archmage level 15
54th Haze 122nd year of Ascendancy at 23:40 see stats
By Aeos the Higher Archmage level 27
39th Pyre 123rd year of Ascendancy at 21:42 see stats
By Aeos the Higher Archmage level 21
23rd Regrowth 123rd year of Ascendancy at 03:47 see stats
By Aeos the Higher Archmage level 19
9th Regrowth 123rd year of Ascendancy at 12:16 see stats
By Aeos the Higher Archmage level 26
28th Pyre 123rd year of Ascendancy at 09:10 see stats
By Aeos the Higher Archmage level 10
12nd Haze 122nd year of Ascendancy at 10:14 see stats
By Aeos the Higher Archmage level 20
10th Regrowth 123rd year of Ascendancy at 16:06 see stats
By Aeos the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:08 see stats
By Aeos the Higher Archmage level 26
2nd Pyre 123rd year of Ascendancy at 06:18 see stats
By Aeos the Higher Archmage level 19
10th Regrowth 123rd year of Ascendancy at 04:41 see stats
By Aeos the Higher Archmage level 13
27th Haze 122nd year of Ascendancy at 17:57 see stats
By Aeos the Higher Archmage level 18
69th Haze 122nd year of Ascendancy at 16:21 see stats
By Aeos the Higher Archmage level 22
38th Regrowth 123rd year of Ascendancy at 00:37 see stats
By Aeos the Higher Archmage level 18
70th Haze 122nd year of Ascendancy at 17:11 see stats
By Aeos the Higher Archmage level 28
50th Pyre 123rd year of Ascendancy at 02:13 see stats
By Aeos the Higher Archmage level 18
69th Haze 122nd year of Ascendancy at 19:04 see stats
Log
Aeos picks up (n.): linen cloak of Eldoral (1 def, 0 armour).
Aeos picks up (m.): hardened leather armour of Eyal (9 def, 6 armour).
Aeos picks up (i.): warden's dwarven-steel steamgun of life draining.
Aeos picks up (i.): swiftstrike dwarven-steel steamgun of enduring.
Aeos picks up (a.): blink rune (range 4; phase 13; cd 16).
Aeos picks up (l.): storming quiver of yew arrows of erosion (19/21, 33-46 power, 10 apr).
Aeos picks up (r.): hardened leather armour of the deep (9 def, 7 armour).
Aeos picks up (j.): mighty yew longbow of piercing.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
You gain 1.26 gold from the transmogrification of mindwoven cashmere wizard hat (2 def, 0 armour).
You gain 0.99 gold from the transmogrification of linen cloak of Eldoral (1 def, 0 armour).
You gain 2.92 gold from the transmogrification of impenetrable stralite mail armour of stability (4 def, 17 armour).
You gain 3.37 gold from the transmogrification of hardened leather armour of the deep (9 def, 7 armour).
You gain 4.76 gold from the transmogrification of hardened leather armour of Eyal (9 def, 6 armour).
You gain 1.26 gold from the transmogrification of sentry's pouch of iron shots (49/49, 18-22 power, 4 apr).
You gain 3.30 gold from the transmogrification of storming quiver of yew arrows of erosion (19/21, 33-46 power, 10 apr).
You gain 10.23 gold from the transmogrification of warden's dwarven-steel steamgun of life draining.
You gain 8.73 gold from the transmogrification of swiftstrike dwarven-steel steamgun of enduring.
You gain 6.37 gold from the transmogrification of mighty yew longbow of piercing.
You gain 4.59 gold from the transmogrification of truestriking dwarven-steel longsword of torment (24-34 power, 4 apr).
You gain 2.70 gold from the transmogrification of quick dwarven-steel battleaxe of massacre (38-57 power, 2 apr).
You gain 2.38 gold from the transmogrification of starlit gold amulet of strength (+4).
You gain 1.49 gold from the transmogrification of blink rune (range 4; phase 13; cd 16).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 56th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
The furious lightning storm around Aeos calms down and disappears.