Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. 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. 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.
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:
Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 19 / 42% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nirawyn the red crystal at level 19 on the 5th Pyre 123rd year of Ascendancy at 05:16 4 / 2Killed by Magicslicer at level 19 on the 5th Pyre 123rd year of Ascendancy at 05:49 |
Primary Stats
Strength | 34 (base 13) |
Dexterity | 35 (base 10) |
Constitution | 23 (base 10) |
Magic | 69 (base 47) |
Willpower | 24 (base 10) |
Cunning | 59 (base 36) |
Resources
Life | 555/555 |
Mana | 268/278 |
Stamina | 169/189 |
Healing Factor | 1.1099022211821 |
Regeneration | 4.717084440024 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 36.114050962765 |
Offense: Mainhand
Damage | 47 |
Accuracy | 40 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +18% |
Arcane | +4% |
Cold | +9% |
All | 0% |
Lightning | +4% |
Darkness | +9% |
Mind | +15% |
Nature | +15% |
Offense: Damage Penetration
Physical | +5% |
Nature | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 23 (65.65183292883%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 31 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 19%( 70%) |
Acid | + 24%( 70%) |
Light | + 19%( 70%) |
Nature | + 40%( 70%) |
Darkness | + 17%( 70%) |
Physical | + 15%( 70%) |
Cold | + 27%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 43% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Stun Resistance | 64% |
Poison Resistance | 100% |
Blind Resistance | 20% |
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 161 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 98 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 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 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Escort the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. * '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.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. | 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 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 | Xanidarin the pair of rough leather boots (0 def, 1 armour) Xanidarin the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% blight Ignore resists +10% temporal defense ------ Armor +1 Resistance +3% cold Life +20.00 Silence Resist +43% Confus Resist +22% Stun Resist +22% other ------- Max vim +40.00 A pair of boots made of leather. |
Light source | Pitchglamour Pitchglamour2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun +3 Wil offense ------ Damage +9% darkness defense ------ Resistance +3% darkness Crit Resistance 10.00% 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. |
On head | Hailreign (0 def, 1 armour) Hailreign (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Cun +2 Con offense ------ Damage +9% cold defense ------ Armor +1 Fatigue +1% Resistance +6% acid A cap made of leather. |
Tool | elm totem of summon tentacle 'Snoworacle' [power 100] (22 cooldown) elm totem of summon tentacle 'Snoworacle' [power 100] (22 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% physical When Hit 8 physical defense ------ Resistance +6% acid +9% cold +3% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 101 Armor: 1 All Resist: 5 Puts all charms on 22 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Porulaith the Moldnull Porulaith the Moldnull0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +3% cold Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
Around waist | Voruranor Voruranor1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag +1 Wil +5 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +4 Mind save +6 (+3 eff.) Life +40.00 other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In main hand | iron greatmaul 'Fogobsidian' (19-28 power, 1 apr) iron greatmaul 'Fogobsidian' (19-28 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +12 fire On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex +1 Mag offense ------ Physical Crit +9.0% Physical Power +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 19% Massive two-handed mauls. |
On hands | hardened leather gloves 'Ivenn' (0 def, 2 armour) hardened leather gloves 'Ivenn' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +5 Mag +1 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 5 lightning Damage +4% lightning +4% arcane +15% blight defense ------ Armor +2 Resistance +6% lightning 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 | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | linen cloak 'Unryroddarim' (11 def, 0 armour) linen cloak 'Unryroddarim' (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +5 defense ------ Defense +11 (+3 eff.) Resistance +1% physical Unlife -20.00 life other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Galikan Galikan0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Wil +6 Lck offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +12 (+4 eff.) Resistance +3% light Resist unseen 11% Blind Resist +20% other ------- Infravision +2 Amulets make your neck look great! |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shatter afflictions rune of the wizard (absorb 89; cd 22) shatter afflictions rune of the wizard (absorb 89; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 89 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 Magic stat. 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 duelist (absorb 218; dur 3; cd 14) shielding rune of the duelist (absorb 218; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 3 turns. 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. |
shielding rune of the titan (absorb 295; dur 3; cd 15) shielding rune of the titan (absorb 295; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Goretreason Goretreason0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% lightning +6% mind On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +3% nature Amulets make your neck look great! |
cleansing copper amulet of constitution (+3) cleansing copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +11% nature +13% blight Poison Resist +21% Disease Resist +22% Amulets make your neck look great! |
Mucusroar (70-104 power, 4 apr) Mucusroar (70-104 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 69.5 - 104.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +16 fire On Hit: * 22% chance to slow global speed by 50% * Create an explosion dealing 81 cold damage (1/turn) While equipped: offense ------ Physical Crit +13.0% Critical power +47.00% Damage +6% temporal +9% nature +41% cold Ignore resists +37% cold Ignore Armor +19 defense ------ Resistance +12% nature +6% temporal Massive two-handed mauls. |
Silarin the iron greatmaul (22-32 power, 1 apr) Silarin the iron greatmaul (22-32 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +7 (+2 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +34% Massive two-handed mauls. |
iron greatsword (14-23 power, 1 apr) iron greatsword (14-23 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Gloomward Gloomward4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +4 arcane +8 darkness While equipped: Stats +18 Con +25 Wil offense ------ Damage +6% arcane Ignore resists +15% arcane defense ------ Life +50.00 other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 104 life over 5 turns Puts all charms on 17 turn cooldown Longbows are used to shoot arrows at your foes. |
elm magestaff 'Brodytar' (10-12 power, 2 apr, lightning element) elm magestaff 'Brodytar' (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning +6% acid Ignore resists +15% acid defense ------ Resistance +3% lightning +6% darkness Spell save +9 (+5 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced iron waraxe of erosion (12-18 power, 2 apr) enhanced iron waraxe of erosion (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +3 Cun +4 Con One-handed war axes. |
Anelar Anelar1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +24 (+8 eff.) When Hit 4 physical defense ------ Defense +10 (+3 eff.) Resistance +1% physical Spell save +5 (+3 eff.) Unlife -40.00 life Disease Resist +10% other ------- Size +1 A belt that goes around your waist. |
insulating rough leather belt of the giants insulating rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +6% fire +6% cold Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Squalorreign' rough leather belt 'Squalorreign'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% temporal Ignore resists +15% nature +15% arcane When Hit 4 arcane 2 nature defense ------ Defense +9 (+3 eff.) Resistance +3% nature Stealth +6 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Anidan the linen cloak (1 def, 0 armour) Anidan the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +4 Wil +3 Cun +4 Con offense ------ Mind Crit +5% Ignore resists +15% temporal defense ------ Defense +1 (+0 eff.) other ------- Light +3 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Growwither' (1 def, 6 armour) linen cloak 'Growwither' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ Mindpower +5 (+2 eff.) When Hit 8 nature defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthusagrim the pair of rough leather boots (0 def, 1 armour) Arthusagrim the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Hate-on-crit +2.00 Max psi +10.00 Infravision +3 A pair of boots made of leather. |
Barkbraid (0 def, 1 armour) Barkbraid (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +8 Con offense ------ Damage +6% nature On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Armor +1 Resistance +3% lightning +1% physical Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Aruvea the rough leather gloves (0 def, 1 armour) Aruvea the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex +3 Cun offense ------ Spell Crit +1% Ignore Shields +30% Accuracy +12 (+4 eff.) defense ------ Armor +1 Spell save +3 (+2 eff.) 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. |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour) grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% temporal A cap made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
15 agate 15 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. |
167 alchemist agate 167 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. |
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. |
aquamarine 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. |
2 opal 2 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. |
15 spinel 15 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
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. |
elm totem of stinging [power 116] (13 cooldown) elm totem of stinging [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm totem of summon tentacle [power 90] (17 cooldown) quick elm totem of summon tentacle [power 90] (17 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 180 Base Damage: 90 Armor: 1 All Resist: 2 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
7 ametrine 7 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. |
10 citrine 10 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. |
14 zircon 14 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. |
Achievements
By Magicslicer the Skeleton Arcane Blade level 10
8th Allure 123rd year of Ascendancy at 07:58 see stats
By Magicslicer the Skeleton Arcane Blade level 19
5th Pyre 123rd year of Ascendancy at 05:06 see stats
By Magicslicer the Skeleton Arcane Blade level 13
12nd Regrowth 123rd year of Ascendancy at 07:34 see stats
By Magicslicer the Skeleton Arcane Blade level 13
26th Regrowth 123rd year of Ascendancy at 02:52 see stats
By Magicslicer the Skeleton Arcane Blade level 14
30th Regrowth 123rd year of Ascendancy at 13:13 see stats
By Magicslicer the Skeleton Arcane Blade level 19
5th Pyre 123rd year of Ascendancy at 05:49 see stats
Log
Select a target to teleport...
Select a teleport location...
A shield forms around Magicslicer.
Rime Wraith from Ce'Nirawyn the red crystal hits Magicslicer for (0 absorbed), 40 cold (40 total damage).
Magicslicer the level 19 skeleton arcane blade was frozen to death by Ce'Nirawyn the red crystal on level 4 of Old Forest.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rime Wraith from Ce'Nirawyn the red crystal killed Magicslicer!
Saving game...
Saving done.
Talent Chain Lightning is ready to use.
Resting starts...
Talent Arcane Combat is ready to use.
Talent Bone Armour is ready to use.
Talent Feather Wind is ready to use.
Talent Inner Power is ready to use.
Talent Rune: Shielding is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Phase Door is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Displacement Shield is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Magicslicer activates Arcane Combat.
Magicslicer activates Feather Wind.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!