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 | 12 / 55% |
Size | medium |
Lifes / Deaths | Killed by Unolri the halfling at level 9 on the 28th Dusk 122nd year of Ascendancy at 21:31 2 / 3Killed by Eminn the red crystal at level 12 on the 39th Dusk 122nd year of Ascendancy at 15:56 Killed by Magicslicer at level 12 on the 39th Dusk 122nd year of Ascendancy at 16:01 |
Primary Stats
Strength | 24 (base 13) |
Dexterity | 21 (base 10) |
Constitution | 12 (base 10) |
Magic | 42 (base 37) |
Willpower | 12 (base 10) |
Cunning | 34 (base 25) |
Resources
Life | 318/318 |
Mana | 176/176 |
Stamina | 138/138 |
Healing Factor | 1.1791526171258 |
Regeneration | 3.8322460056587 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 19 |
Accuracy | 27 |
Crit Chance | 11% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Cold | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 28 |
Defense: Resistances
Cold | + 24%( 70%) |
Lightning | + 22%( 70%) |
Nature | + 9%( 70%) |
Temporal | + 9%( 70%) |
Blight | + 9%( 70%) |
Mind | + 11%( 70%) |
Fire | + 24%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 47% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 3 turns. Its effects scale with your Cunning 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (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: 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 176 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning 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 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
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 | Huruharamagorn the Frigidbright (0 def, 1 armour) Huruharamagorn the Frigidbright (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +1% defense ------ Armor +1 Resistance +6% lightning +6% temporal +9% fire Stun Resist +10% A pair of boots made of leather. |
Light source | brass lantern 'Oluneg' brass lantern 'Oluneg'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% blight +6% fire +3% temporal Spell save +3 (+1 eff.) Life +41.00 Healmod +5% Stun Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Aerulemina' (1 def, 0 armour) linen wizard hat 'Aerulemina' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +9% cold +6% nature Unlife -20.00 life Silence Resist +10% Teleport Resist +20% A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | copper ring 'Xyba' copper ring 'Xyba'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Accuracy +7 (+4 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Resistance +3% nature +3% blight Mind save +9 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | copper ring of clarity copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
Around waist | Duskspike Duskspike1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +1 Cun offense ------ Spellpower +2 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Mind save +6 (+3 eff.) other ------- Light +1 Infravision +2 See Invisibility +3 A belt that goes around your waist. |
In main hand | surging elm magestaff of illumination (10-12 power, 2 apr, lightning element) surging elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Spellpower/crit +2 Damage +10% lightning defense ------ Defense +6 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 84.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | polar rough leather gloves of strength (+2) (0 def, 1 armour) polar rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) On-Hit 5 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold 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 | troll-hide rough leather armour (3 def, 2 armour) troll-hide rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +33.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
Cloak | Isseldil (16 def, 5 armour) Isseldil (16 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Con offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +5 Defense +16 (+5 eff.) Resistance +10% cold Physical save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Bethida Bethida0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Resistance +11% mind +9% fire Crit Resistance 10.00% Confus Resist +24% Amulets make your neck look great! |
Inventory
blink rune (range 4; phase 13; cd 10) blink rune (range 4; phase 13; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 10 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 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% mind Confus Resist +23% Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
arcing iron battleaxe (15-22 power, 1 apr) arcing iron battleaxe (15-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 15.0 - 22.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Massive two-handed battleaxes. |
iron greatsword (16-26 power, 1 apr) iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Beugas the elm longbow Beugas the elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +11 fire While equipped: Stats +4 Mag offense ------ Damage +14% fire defense ------ Armor +4 Defense +15 (+5 eff.) Resistance +3% temporal Poison Resist +10% Longbows are used to shoot arrows at your foes. |
epiphanous vined mindstar of resolve (5-6 power, 18 apr, mind damage) epiphanous vined mindstar of resolve (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 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 Wil offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +9% mind defense ------ Spell save +2 (+1 eff.) other ------- Psi-on-crit +2.00 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. |
horrifying mossy mindstar (3-3 power, 12 apr, nature damage) horrifying mossy mindstar (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 3 darkness Damage +3% mind +3% darkness other ------- 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. |
mighty rough leather sling mighty rough leather sling4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +1 Str offense ------ Physical Power +5 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Issirek the Boltblight (10-12 power, 2 apr, fire element) Issirek the Boltblight (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +9% lightning +10% fire When Hit 8 lightning defense ------ Defense +5 (+1 eff.) Resistance +6% temporal Unlife -20.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff (10-12 power, 2 apr, lightning element) earthen elm magestaff (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Armor +3 Hardiness +4% Physical save +2 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-22 power, 3 apr, lightning element) potent ash magestaff (18-22 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 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 +8 (+3 eff.) Damage +18% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming iron waraxe of paradox (12-18 power, 2 apr) flaming iron waraxe of paradox (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 temporal On-Hit, radius 1 +6 fire While equipped: defense ------ Resistance +6% temporal One-handed war axes. |
steel waraxe 'Freezekiller' (14-19 power, 3 apr) steel waraxe 'Freezekiller' (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +5 Con +6 Wil offense ------ Spellpower/crit +4 Ignore resists +10% arcane +6% all Accuracy +5 (+3 eff.) Ignore Armor +7 defense ------ Life +20.00 One-handed war axes. |
Gleamspike the rough leather belt Gleamspike the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Crit Resistance 5.00% Life Regen +0.60 Healmod +11% other ------- Infravision +3 A belt that goes around your waist. |
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. |
Heatwrack the linen cloak (1 def, 0 armour) Heatwrack the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Resistance +9% lightning +6% fire other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven Robe of the Worm (0 def, 0 armour) mindwoven Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +7% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe (0 def, 0 armour) shimmering linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Resistance +7% all other ------- Max mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +21 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Loamreaper the rough leather cap (0 def, 1 armour) Loamreaper the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 4 acid 4 nature On-Hit (Melee): * 20% chance to slow global speed by 40% * 10% chance to reduce armor by 30% defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +5% arcane A cap made of leather. |
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 +5% lightning +6% temporal A cap made of leather. |
Dazzleglory the rough leather armour (3 def, 2 armour) Dazzleglory the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ Damage +6% acid +6% mind Ignore resists +10% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +9% light Life +22.00 Life Regen +2.00 Healmod +11% other ------- Light +2 A suit of armour made of leather. |
Hazequill (3 def, 2 armour) Hazequill (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Damage +3% mind When Hit 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Mind save +21 (+11 eff.) other ------- EQ when Hit +0.04 A suit of armour made of leather. |
prismatic rough leather armour of acid resistance (3 def, 2 armour) prismatic rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid +10% light +10% darkness A suit of armour 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. |
Burnjeer the iron plate armour (0 def, 7 armour) Burnjeer the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Damage +12% fire Ignore resists +10% acid +10% fire defense ------ Armor +7 Fatigue +22% Resistance +20% acid +3% fire +6% light A suit of armour made of metal plates. |
Floesever (0 def, 7 armour) Floesever (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Psionic While equipped: Stats +2 Str +4 Wil +9 Cun offense ------ Damage +3% cold When Hit 6 fire defense ------ Armor +7 Fatigue +22% Mind save +11 (+6 eff.) other ------- See Invisibility +3 A suit of armour made of metal plates. |
Hathesadur the Sootvice (16/16, 14-20 power, 5 apr) Hathesadur the Sootvice (16/16, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Disrupt Weapon Damage 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 On-ranged-hit +20 darkness On-crit, radius 2 +4 darkness +8 nature On Hit: * 11% chance to slow global speed by 40% * 20% chance to reduce damage dealt by 13% Arrows are used with bows to pierce your foes to death. |
Radhiruilar the Phoenixgash (14/14, 13-18 power, 5 apr) Radhiruilar the Phoenixgash (14/14, 13-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 On-ranged-hit +15 lightning +4 mind On-Hit, radius 1 +4 mind +4 acid On-crit, radius 2 +11 lightning +20 fire +4 mind Arrows are used with bows to pierce your foes to death. |
3 agate 3 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. |
195 alchemist agate 195 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. |
Cutheleg the Scalddeath Cutheleg the Scalddeath2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +20% fire defense ------ Resistance +3% lightning +3% darkness Physical save +6 (+3 eff.) Healmod +12% 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. |
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. |
brass lantern 'Chillstone' brass lantern 'Chillstone'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Wil +2 Mag offense ------ When Hit 10 fire defense ------ Resistance +12% cold +6% fire other ------- Light +6 See Invisibility +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. |
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. |
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. |
4 ametrine 4 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. |
5 citrine 5 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. |
Achievements
By Magicslicer the Skeleton Arcane Blade level 10
30th Dusk 122nd year of Ascendancy at 20:08 see stats
By Magicslicer the Skeleton Arcane Blade level 12
39th Dusk 122nd year of Ascendancy at 16:01 see stats
Log
Entropic Gift from Eminn the red crystal hits Magicslicer for 24 temporal, 32 darkness (56 total damage).
Eminn the red crystal's Netherblast hits Magicslicer for (93 absorbed), 20 temporal, 142 darkness (162 total damage).
Adavea the white crystal's Ice Bolt hits Magicslicer for 51 cold damage.
Eminn the red crystal's black hole pulls Magicslicer in!
Eminn the red crystal's black hole hits Magicslicer for 15 temporal, 17 darkness (32 total damage).
Eminn the red crystal loses 2 health to the entropy.
Entropic Gift from Eminn the red crystal hits Magicslicer for 31 temporal, 38 darkness (69 total damage).
Magicslicer casts Rune: Shatter Afflictions.
A shield forms around Magicslicer.
Magicslicer casts Phase Door.
Select a target to teleport...
Select a teleport location...
Eminn the red crystal loses 2 health to the entropy.
Your shield crumbles under the damage!
The shield around Magicslicer crumbles.
Talent Lightning is ready to use.
Entropic Gift from Eminn the red crystal hits Magicslicer for (29 absorbed), 0 temporal, (21 absorbed), 15 darkness (15 total damage).
Entropic Gift from Eminn the red crystal hits Magicslicer for 26 temporal damage.
Magicslicer the level 12 skeleton arcane blade was timewarped to death by Eminn the red crystal on level 1 of Scintillating Caves.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Entropic Gift from Eminn the red crystal killed Magicslicer!
Saving game...
Saving done.
Talent Rune: Shielding is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!