Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
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: 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. 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 | Nightmare Exploration |
Sex | Male |
Race | Ghoul |
Class | Archmage |
Level / Exp | 23 / 45% |
Size | medium |
Lifes / Deaths | Killed by skeleton assassin at level 4 on the 77th Pyre 122nd year of Ascendancy at 04:00 / 15Killed by skeleton assassin at level 4 on the 77th Pyre 122nd year of Ascendancy at 05:40 Killed by skeleton assassin at level 4 on the 77th Pyre 122nd year of Ascendancy at 14:04 Killed by skeleton assassin at level 4 on the 77th Pyre 122nd year of Ascendancy at 15:04 Killed by ultimate gwelgoroth at level 16 on the 29th Haze 122nd year of Ascendancy at 17:54 Killed by Temp at level 17 on the 34th Haze 122nd year of Ascendancy at 16:54 Killed by Harkor'Zun at level 19 on the 49th Haze 122nd year of Ascendancy at 20:10 Killed by Burb the snow giant champion at level 20 on the 52nd Haze 122nd year of Ascendancy at 16:29 Killed by Vorusebeth the brown bear at level 22 on the 54th Haze 122nd year of Ascendancy at 21:46 Killed by Iviyarabeth the lesser vampire at level 22 on the 55th Haze 122nd year of Ascendancy at 04:19 Killed by Beladassra the saw horror at level 23 on the 6th Decay 122nd year of Ascendancy at 09:40 Killed by armoured skeleton warrior at level 23 on the 7th Decay 122nd year of Ascendancy at 02:27 Killed by Urkis, the High Tempest at level 23 on the 8th Decay 122nd year of Ascendancy at 00:52 Killed by Urkis, the High Tempest at level 23 on the 8th Decay 122nd year of Ascendancy at 02:30 Killed by Urkis, the High Tempest at level 23 on the 8th Decay 122nd year of Ascendancy at 04:10 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 28 (base 10) |
Magic | 65 (base 53) |
Willpower | 50 (base 47) |
Cunning | 11 (base 11) |
Resources
Life | 638/638 |
Mana | 454/454 |
Healing Factor | 1.3456298990389 |
Regeneration | 5.4498010911074 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +80% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 31 |
Accuracy | 5 |
Crit Chance | 4% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +15% |
Cold | +11% |
Blight | +8% |
Arcane | +11% |
Fire | +8% |
All | +5% |
Offense: Damage Penetration
Blight | +15% |
Physical | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 30 |
Mental Save | 23 |
Defense: Resistances
Cold | + 7%( 73%) |
Lightning | + 15%( 73%) |
Light | + 30%( 73%) |
Temporal | + 6%( 73%) |
Blight | + 6%( 73%) |
Arcane | + 5%( 73%) |
Mind | + 9%( 73%) |
All | 0%( 73%) |
Defense: Immunities
Stun Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 11% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (4/4)
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 130 damage for 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 768% for 10 turns (51 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 failed to protect the lost sun paladin from death by greater gwelgoroth. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Zeregodil the pair of rough leather boots (5 def, 3 armour) Zeregodil the pair of rough leather boots (5 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Ignore Armor +1 defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal Physical save +9 (+5 eff.) other ------- Stamina/turn +2.00 Psi when Hit +0.08 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Sunwinnow (1 def, 0 armour) Sunwinnow (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% blight Physical save +3 (+2 eff.) Life +40.00 Teleport Resist +10% other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Tool | Galenoon [power 3] (25 cooldown) Galenoon [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +5% arcane +9% lightning Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Flashbright Flashbright0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Physical Power +8 (+4 eff.) Spellpower +8 (+3 eff.) Mindpower +21 (+7 eff.) Damage +5% all defense ------ Resistance +9% mind other ------- Max psi +20.00 Light +3 Rings make your fingers look great! |
On fingers | Furnaceknave the copper ring Furnaceknave the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% blight +3% fire Ignore resists +15% blight When Hit 4 blight 6 fire 6 nature defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
In main hand | Getadrathel (20-24 power, 4 apr, lightning element) Getadrathel (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +9% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +20% lightning Ignore resists +15% physical When Hit 4 physical defense ------ Unlife -80.00 life other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Harymas the dwarven-steel gauntlets (0 def, 6 armour) Harymas the dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Mindpower +5 (+2 eff.) On-Hit 8 cold 15 mind 23 darkness Damage +6% cold On-Hit (Melee): * 18% chance to reduce all saves and defense by 28 defense ------ Armor +6 Fatigue +3% Resistance +7% cold Mind save -5 (-3 eff.) Life +43.00 other ------- Mana/turn +0.16 Mana-on-crit +2.00 Vim-on-crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | troll-hide rough leather armour of command (10 def, 5 armour) troll-hide rough leather armour of command (10 def, 5 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun defense ------ Armor +5 Defense +10 (+5 eff.) Fatigue +6% Mind save +10 (+5 eff.) Life +33.00 Life Regen +3.80 Healmod +10% A suit of armour made of leather. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | protective copper amulet of vision protective copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Max Resistance +3% all Physical save +8 (+4 eff.) Blind Resist +11% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
Inventory
movement infusion (speed 465%; cd 8) movement infusion (speed 465%; cd 8)0.1 Encumbrance infusion scroll [Normal] 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 465% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 10; cd 17) blink rune (range 5; phase 10; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 52; dur 4; cd 15) biting gale rune (damage 52; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 52.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 144; dur 5; cd 18) shielding rune of the sneak (absorb 144; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 144 damage for 5 turns. Its effects scale with your Cunning 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 |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% mind Confus Resist +21% Amulets make your neck look great! |
insulating steel amulet of constitution (+4) insulating steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +14% fire +14% cold Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
savior's copper ring savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
Fogknight the ash starstaff (15-18 power, 3 apr, light element) Fogknight the ash starstaff (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +12% cold +15% light +9% darkness Ignore resists +15% darkness defense ------ Resistance +9% darkness Anomaly Control +20 other ------- Mana/turn +0.15 Max mana +33.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental steel battleaxe (21-32 power, 2 apr) elemental steel battleaxe (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 83 lightning damage (1/turn) While equipped: offense ------ Damage +12% lightning Ignore resists +7% lightning Massive two-handed battleaxes. |
Mirebreacher the vined mindstar (6-7 power, 18 apr, mind damage) Mirebreacher the vined mindstar (6-7 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun +1 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +18% mind +6% darkness +9% nature Ignore resists +7% mind +9% darkness defense ------ Mind save +18 (+9 eff.) other ------- Hate-on-crit +1.00 Max hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Singebraze (16/16, 32-46 power, 7 apr) Singebraze (16/16, 32-46 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Rare] Master Weapon Damage 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 16 On-ranged-hit +20 acid +20 fire On-Hit, radius 1 +20 acid Arrows are used with bows to pierce your foes to death. |
pouch of steel shots 'Singequencher' (18/42, 24-29 power, 8 apr) pouch of steel shots 'Singequencher' (18/42, 24-29 power, 8 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +4.5% Capacity 42 Auto Reload 3 On-ranged-hit +20 fire +12 cold On-Hit, radius 1 +16 fire +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
Geriata (0 def, 4 armour, 41 block) Geriata (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +18% blight Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +4 Fatigue +8% Resistance +14% nature +21% blight other ------- Talents +1 Block Handheld deflection devices. |
Gloryta the linen robe (0 def, 0 armour) Gloryta the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +11% arcane +3% blight When Hit 2 blight defense ------ Resistance +3% blight +6% mind +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Galurahad (12 def, 4 armour) Galurahad (12 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +4 Defense +12 (+6 eff.) Fatigue +12% Resistance +9% nature Crit Resistance 15.00% Physical save +6 (+3 eff.) Mind save +21 (+10 eff.) Stun Resist +20% A suit of armour made of mail. |
steel plate armour 'Scorchweeper' (0 def, 9 armour) steel plate armour 'Scorchweeper' (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Arcane While equipped: offense ------ On-Hit 12 acid 12 fire Damage +21% fire When Hit 10 acid 18 fire defense ------ Armor +9 Fatigue +22% Resistance +18% acid +13% fire +18% cold +12% lightning A suit of armour made of metal plates. |
Yarulathahir (2 def, 0 armour) Yarulathahir (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Dex +3 Wil +2 Cun offense ------ Damage +9% mind defense ------ Defense +2 (+1 eff.) Crit Resistance 15.00% Physical save +7 (+4 eff.) Mind save +9 (+4 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zineg the iron gauntlets (0 def, 11 armour) Zineg the iron gauntlets (0 def, 11 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% mind Accuracy +6 (+6 eff.) When Hit 2 physical defense ------ Armor +11 Fatigue +1% Resistance +3% mind Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Disarm Resist +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Stormbile' (0 def, 2 armour) dwarven-steel gauntlets 'Stormbile' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Physical Crit +9.0% Spell Crit +11% Mind Crit +5% Critical power +24.00% Damage +6% lightning +3% physical defense ------ Armor +2 Fatigue +3% other ------- Stamina/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +7 (+7 eff.) When Hit: * 18 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +6% darkness Spell save +13 (+6 eff.) other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
7 agate 7 agate0.0 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. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
9 ametrine 9 ametrine0.0 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. |
12 citrine 12 citrine0.0 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. |
4 zircon 4 zircon0.0 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. |
9 aquamarine 9 aquamarine0.0 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. |
6 opal 6 opal0.0 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 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. |
garnet garnet0.0 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. |
204 alchemist agate 204 alchemist agate0.0 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. |
brass lantern brass lantern2.0 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Achievements
By Temp the Ghoul Archmage level 19
49th Haze 122nd year of Ascendancy at 22:11 see stats
By Temp the Ghoul Archmage level 18
41st Haze 122nd year of Ascendancy at 08:59 see stats
By Temp the Ghoul Archmage level 10
2nd Flare 122nd year of Ascendancy at 21:48 see stats
By Temp the Ghoul Archmage level 20
50th Haze 122nd year of Ascendancy at 04:13 see stats
By Temp the Ghoul Archmage level 17
34th Haze 122nd year of Ascendancy at 16:27 see stats
By Temp the Ghoul Archmage level 10
3rd Flare 122nd year of Ascendancy at 17:04 see stats
By Temp the Ghoul Archmage level 16
23rd Haze 122nd year of Ascendancy at 05:14 see stats
By Temp the Ghoul Archmage level 16
22nd Haze 122nd year of Ascendancy at 18:02 see stats
Log
Temp casts Lightning.
Temp's spell attains critical power!
Temp forces the iceblock to shatter.
Temp is free from the ice.
Urkis, the High Tempest casts Shock.
Talent Manathrust is ready to use.
Temp receives 28 healing from Temporal Restoration Field.
Temp casts Manathrust.
Temp hits Urkis, the High Tempest for 114 arcane damage.
Temp resists!
Urkis, the High Tempest's Shock hits Temp for 228 lightning damage.
Urkis, the High Tempest casts Ice Shards.
The fabric of time around Temp returns to normal.
Talent Rune: Manasurge is ready to use.
Talent Arcane Vortex is ready to use.
Urkis, the High Tempest's Ice Shards hits Temp for 183 cold damage.
Temp casts Rune: Manasurge.
Temp starts to surge mana.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Temp for (52 resilience), 319 lightning (319 total damage).
Temp the level 23 ghoul archmage was volted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The furious lightning storm around Temp calms down and disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Urkis, the High Tempest killed Temp!
Saving game...
Saving done.