
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.
Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother 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. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 30 / 94% |
Size | medium |
Lifes / Deaths | Killed by Eilinuvena the stone troll at level 7 on the 6th Mirth 122nd year of Ascendancy at 02:35 0 / 6Killed by Esra the human at level 23 on the 30th Dusk 122nd year of Ascendancy at 09:30 Killed by Lisetira the sand-drake at level 23 on the 31st Dusk 122nd year of Ascendancy at 15:20 Killed by Lisetira the sand-drake at level 23 on the 31st Dusk 122nd year of Ascendancy at 16:40 Killed by Emeluba the bee swarm at level 23 on the 44th Dusk 122nd year of Ascendancy at 02:12 Killed by Mayywyn the midge swarm at level 24 on the 44th Dusk 122nd year of Ascendancy at 15:26 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 19 (base 12) |
Constitution | 18 (base 18) |
Magic | 75 (base 60) |
Willpower | 68 (base 43) |
Cunning | 39 (base 20) |
Resources
Mana | 462/462 |
Equilibrium | 20 |
Vim | 226/226 |
Life | 849/849 |
Positive | 117/117 |
Insanity | 20/100 |
Negative | 112/112 |
Healing Factor | 1.2911363549267 |
Regeneration | 21.645976723737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +57.838872472571% |
Spell | +11.770551557798% |
Global | +152.27325228178% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 34 |
Accuracy | 26 |
Crit Chance | 22% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 25% |
Speed | 0.89469004676325 |
Cooldown Reduction | 26.666666666667 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +13% |
Light | +12% |
Temporal | +3% |
Blight | +18% |
Darkness | +46% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +45% |
Arcane | +30% |
Defense: Base
Armour (hardiness) | 17.556836295418 (49.007671158813%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 10 |
Spell Save | 43 |
Mental Save | 41 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 18%( 70%) |
Mind | + 31%( 70%) |
All | + 9%( 70%) |
Lightning | + 26%( 70%) |
Light | + 17%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 13%( 70%) |
Darkness | + 24%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Poison Resistance | 20% |
Confusion Resistance | 55% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Chronophage | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Atrophy |
talent | Spellcraft |
talent | Hymn of Shadows |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Void Stars |
talent | Hymn Nocturnalist |
talent | Essence of Speed |
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 |
You failed to protect the injured seer from death by Voremira the hornet swarm. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 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 T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +3% temporal When Hit 6 arcane 4 temporal defense ------ Armor +1 Resistance +5% arcane Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +4 Cun +1 Con offense ------ Spellpower +7 (+2 eff.) Mindpower +5 (+2 eff.) Damage +13% lightning Accuracy +15 (+7 eff.) defense ------ Defense +2 (+1 eff.) Resistance +19% lightning +3% blight other ------- Stamina/turn +1.00 Mana/turn +1.40 Mana when Hit +1.00 Max mana +49.00 Max stamina +30.00 Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex offense ------ Physical Power +10 (+5 eff.) defense ------ Defense +5 (+3 eff.) Fatigue -5% Resistance +6% darkness +1% physical Unlife -60.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun offense ------ Mindpower +6 (+2 eff.) On-Hit 12 light On-Ranged-Hit 10 light Damage +12% light +3% darkness +11% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +11% mind +3% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spell Crit +2% Damage +13% mind +12% blight Ignore resists +25% darkness +15% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Resistance +13% mind Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Dex +2 Mag offense ------ Physical Power +4 (+2 eff.) Damage +12% darkness Ignore resists +20% darkness When Hit 4 darkness defense ------ Spell save +6 (+2 eff.) other ------- Infravision +3 Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +7.0% Spell Crit +11% Physical Power +7 (+4 eff.) Spellpower +21 (+7 eff.) Damage +6% blight +20% darkness Ignore resists +10% blight Accuracy +5 (+2 eff.) defense ------ Resistance +6% light Life Regen +0.50 Healmod +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +8% blight +9% all Life +48.00 Life Regen +1.90 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +5 Mag +2 Wil +2 Cun offense ------ Ignore resists +15% arcane defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +13% temporal Spell save +10 (+3 eff.) Out-of-Phase Defense +24 Out-of-Phase Resistance +20% Out-of-Phase Resilience +21% other ------- Max mana +49.00 Max vim +10.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 [Rare] Master While equipped: defense ------ Defense +15 (+6 eff.) Fatigue -4% Resistance +6% acid +3% physical +3% light +5% arcane Spell save +3 (+1 eff.) Life Regen +2.00 Amulets make your neck look great! |
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 214 then cleanse 1 wound, poison, and disease effect. 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: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 136 life over 5 turns. Its effects scale with your Constitution 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: 10 Usage Speed: Spell (89% 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 732% for 10 turns (121 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +17 (+9 eff.) Spellpower +9 (+3 eff.) Mindpower +11 (+4 eff.) Damage +3% blight +15% nature +6% all Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 * 10% chance to reduce armor by 36% defense ------ Resistance +30% nature +6% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 95 temporal damage and slows enemies in radius 6 of the target by 105% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.2 Power cost 10 out of 10/10. Range 9 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 101% damage. Then teleport next to a second random enemy, attacking for 101% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +9% blight +6% fire +6% arcane Ignore resists +20% fire When Hit 8 blight 4 fire defense ------ Resistance +5% arcane Blunt and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +6 Ignore resists +5% arcane defense ------ Resistance +6% lightning +6% temporal other ------- Mana-on-crit +2.00 Max mana +60.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+4 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+6 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 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. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% cold defense ------ Resistance +3% nature Crit Resistance 10.00% Blind Resist +10% Disease Resist +20% other ------- Light +6 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.(124 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 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind When Hit 11 fire defense ------ Resistance +5% fire 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
![]() 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. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +2 Con offense ------ Mind Crit +4% Ignore resists +15% mind +10% darkness defense ------ Mind save +3 (+1 eff.) 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 Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 58 and armour hardiness by 50% Puts all charms on 26 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ When Hit 10 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 other ------- Mana/turn +0.08 Max mana +40.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (293 total damage) Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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 Magnum Opus the Yeek Adventurer level 25
45th Dusk 122nd year of Ascendancy at 11:03 see stats
By Magnum Opus the Yeek Adventurer level 29
68th Haze 122nd year of Ascendancy at 02:55 see stats
By Magnum Opus the Yeek Adventurer level 10
8th Mirth 122nd year of Ascendancy at 08:15 see stats
By Magnum Opus the Yeek Adventurer level 20
8th Dusk 122nd year of Ascendancy at 13:28 see stats
By Magnum Opus the Yeek Adventurer level 30
1st Decay 122nd year of Ascendancy at 18:30 see stats
By Magnum Opus the Yeek Adventurer level 26
72nd Dusk 122nd year of Ascendancy at 11:24 see stats
By Magnum Opus the Yeek Adventurer level 15
5th Flare 122nd year of Ascendancy at 00:28 see stats
By Magnum Opus the Yeek Adventurer level 7
5th Mirth 122nd year of Ascendancy at 12:13 see stats
By Magnum Opus the Yeek Adventurer level 27
41st Haze 122nd year of Ascendancy at 13:46 see stats
By Magnum Opus the Yeek Adventurer level 23
26th Dusk 122nd year of Ascendancy at 13:47 see stats
By Magnum Opus the Yeek Adventurer level 27
41st Haze 122nd year of Ascendancy at 06:50 see stats
By Magnum Opus the Yeek Adventurer level 24
45th Dusk 122nd year of Ascendancy at 08:31 see stats
By Magnum Opus the Yeek Adventurer level 18
5th Dusk 122nd year of Ascendancy at 01:20 see stats
Log
Magnum Opus's Reality Fracture hits Eletira the skeleton warrior for 28 temporal damage.
Magnum Opus's Reality Fracture hits Eletira the skeleton warrior for 15 temporal, 25 darkness (40 total damage).
Magnum Opus's Reality Fracture killed Eletira the skeleton warrior!
Magnum Opus loses 0 health to the entropy.
Your summoned void monolith disappears.
Magnum Opus picks up (q.): Veladhenne the Burnsaw (20-27 power, 2 apr).
Magnum Opus loses 0 health to the entropy.
Magnum Opus's solar fury subsides.
Talent Reality Fracture is ready to use.
Magnum Opus loses 0 health to the entropy.
Resting starts...
Magnum Opus's is no longer wasting away.
Talent Cacophony is ready to use.
Talent Black Monolith is ready to use.
Your summoned void skitterer disappears.
Your summoned void skitterer disappears.
Your summoned void skitterer disappears.
Your summoned void skitterer disappears.
Talent Suncloak is ready to use.
A void star appears around Magnum Opus.
A void star appears around Magnum Opus.
Rested for 36 turns (stop reason: all resources and life at maximum).
You pickup 0.50 gold pieces.