











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.6Donators/Buyers bonus! Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Alchemist |
Level / Exp | 20 / 93% |
Size | medium |
Lifes / Deaths | Killed by Aeryda the polar bear at level 10 on the 6th Haze 122nd year of Ascendancy at 12:20 0 / 5Killed by Aeryda the polar bear at level 10 on the 6th Haze 122nd year of Ascendancy at 16:26 Killed by golem (servant of marisa) at level 11 on the 19th Haze 122nd year of Ascendancy at 02:24 Killed by worm that walks at level 19 on the 77th Haze 122nd year of Ascendancy at 12:24 Killed by Cyrethra the slimy ooze at level 20 on the 33rd Regrowth 123rd year of Ascendancy at 00:02 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 17 (base 13) |
Magic | 56 (base 48) |
Willpower | 48 (base 38) |
Cunning | 13 (base 10) |
Resources
Life | 441/441 |
Mana | 414/414 |
Vim | 176/176 |
Healing Factor | 1.0629415192739 |
Regeneration | 4.5175014569143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 40 |
Accuracy | 19 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Acid | +36% |
Light | +13% |
Cold | +48% |
Blight | +14% |
Mind | +13% |
Fire | +24% |
All | +4% |
Offense: Damage Penetration
Acid | +25% |
Fire | +15% |
Light | +10% |
Defense: Base
Armour (hardiness) | 15.538021759395 (35.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 34 |
Defense: Resistances
Nature | + 26%( 70%) |
Lightning | + 41%( 70%) |
Darkness | + 32%( 70%) |
Cold | + 47%( 70%) |
Blight | + 14%( 70%) |
Acid | + 44%( 70%) |
Fire | + 54%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 46% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 46 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 826% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Acid Infusion |
talent | Secrets of the Eternals |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Isibremira the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
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 talent Curse of Death (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Aeryda the polar bear. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +21% cold Ignore resists +15% fire On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +1 Resistance +3% fire Silence Resist +22% Confus Resist +21% Stun Resist +20% A pair of boots made of leather. |
Quiver | ![]() 0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +9% cold When Hit 2 mind 11 fire defense ------ Resistance +3% darkness +5% fire Mind save +3 (+1 eff.) Life +60.00 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: defense ------ Armor +3 Defense +20 (+8 eff.) Fatigue +5% Resistance +6% blight +3% fire +12% darkness Physical save +9 (+4 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Life Regen +4.00 Stun Resist +20% Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% mind Ignore resists +10% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +15% lightning Mind save +7 (+3 eff.) Confus Resist +25% other ------- Max psi +40.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Blind Resist +23% other ------- Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +20.00% Ignore resists +10% light defense ------ Mind save +12 (+6 eff.) Life +54.00 other ------- EQ when Hit +0.04 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 132.38 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (265). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 103.52 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +12% acid +14% cold +4% all defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +18% acid +21% cold +9% nature +9% all Physical save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil offense ------ Spellpower/crit +4 Damage +3% acid Ignore resists +15% acid Ignore Shields +30% defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Wil +4 Con offense ------ Damage +9% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 other ------- Infravision +3 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% arcane defense ------ Resistance +11% arcane Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+4 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +31% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 temporal While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical defense ------ Resistance +7% temporal Disarm Resist +12% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 124% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +4 Cun +5 Con offense ------ Physical Crit +4.0% Physical Power +10 (+5 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage +6% cold Ignore resists +15% cold +5% nature +8% all Accuracy +7 (+3 eff.) Ignore Armor +8 When Hit 10 light defense ------ Resistance +6% light +3% nature Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Disrupt Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +3% mind +12% cold Ignore resists +20% mind When Hit 4 cold defense ------ Resistance +4% all Mind save +9 (+4 eff.) other ------- Hate-on-crit +2.00 Light +3 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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% physical defense ------ Defense +6 (+3 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 101.82 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +12 (+4 eff.) On-Hit 24 arcane Damage +15% physical other ------- Max mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego++] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Physical Crit +7.0% Spell Crit +1% Spellpower +11 (+3 eff.) On-Hit 15 arcane Damage +10% physical other ------- Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Defense +5 (+2 eff.) Resistance +12% acid Crit Resistance 5.00% Resist Against +20% Summoned Silence Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Critical power +15.00% Damage +3% lightning defense ------ Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Mag +5 Wil offense ------ Damage +10% lightning +20% cold +5% physical defense ------ Armor +3 Defense +4 (+2 eff.) Resistance +7% lightning +3% blight +23% cold +12% nature +11% all Physical save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Physical Power +15 (+7 eff.) Spellpower/crit +6 Damage +3% physical +11% fire defense ------ Resistance +16% fire +1% physical +7% all other ------- Max stamina +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+5 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore resists +11% darkness +11% temporal Ignore Armor +5 defense ------ Armor +4 Fatigue +3% Resistance +15% darkness +13% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: defense ------ Armor +4 Defense +4 (+2 eff.) Fatigue +3% Life Regen +3.00 Healmod +11% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Str +2 Dex offense ------ On-Hit 6 nature Damage +4% nature When Hit 6 nature defense ------ Armor +1 Resistance +6% nature +3% light 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. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Critical power +5.00% On-Hit 6 mind Damage +4% mind defense ------ Armor +1 Resistance +6% mind Unlife -20.00 life other ------- Mana-on-crit +2.00 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. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Wil +4 Cun +4 Con offense ------ On-Hit 7 cold Damage +12% cold Ignore resists +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +7% cold other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Armor +2 Fatigue +3% Resistance +6% blight Spell save +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Damage +12% nature defense ------ Armor +4 Fatigue +4% Resistance +6% lightning +13% light +11% darkness Crit Resistance 15.00% other ------- Light +3 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% acid +9% temporal When Hit 2 acid defense ------ Armor +1 Fatigue +1% Resistance +11% light +11% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +10 Dex +1 Con offense ------ Damage +9% physical defense ------ Armor +6 Fatigue +4% Resistance +16% mind Mind save +18 (+8 eff.) Confus Resist +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +15% light When Hit 2 light On-Hit (Melee): * 10% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 defense ------ Armor +3 Fatigue +3% Resistance +6% light A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal +3% nature +5% arcane Life Regen +2.00 Stun Resist +20% A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% fire Life Regen +2.80 other ------- Stamina/turn +0.90 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% nature +12% blight A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +15% blight +16% darkness other ------- Light +1 A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% fire +13% physical A suit of armour made of leather. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Mana regain 20 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning +3% cold +3% darkness other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +3% light Ignore resists +5% physical Ignore Armor +1 defense ------ Resistance +11% nature +2% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 1 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 1/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 140 physical damage Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Con +1 Mag offense ------ Physical Crit +4.0% Critical power +10.00% defense ------ Crit Resistance 15.00% Physical save +3 (+1 eff.) other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (120 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By marisa the Shalore Alchemist level 17
58th Haze 122nd year of Ascendancy at 23:12 see stats
By marisa the Shalore Alchemist level 10
4th Haze 122nd year of Ascendancy at 09:00 see stats
By marisa the Shalore Alchemist level 20
79th Haze 122nd year of Ascendancy at 16:50 see stats
By marisa the Shalore Alchemist level 19
78th Haze 122nd year of Ascendancy at 09:28 see stats
By marisa the Shalore Alchemist level 11
21st Haze 122nd year of Ascendancy at 01:00 see stats
By marisa the Shalore Alchemist level 18
76th Haze 122nd year of Ascendancy at 09:00 see stats
By marisa the Shalore Alchemist level 16
49th Haze 122nd year of Ascendancy at 06:09 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Golem (servant of marisa) says: 'gryphon chicks nibble on shiny buttons '
Golem (servant of marisa) says: 'moonlight on stone giants— soft lullabies tonight '
Golem (servant of marisa) says: 'griffon feathers in your soup means luck, or illness '
The unstable sand tunnel collapses!
Golem (servant of marisa) says: 'storm cannons due for a good greasing '
The unstable sand tunnel collapses!
You pickup 0.80 gold pieces.
Marisa picks up (Y.): quartz.
Marisa picks up (C.): radiant hardened leather armour (9 def, 6 armour).
Marisa picks up (j.): magelord's ash starstaff (111% power, 3 apr, physical element).
Marisa picks up (e.): Salorialaith (154% power, 9 apr).
Marisa picks up (d.): balanced dwarven-steel battleaxe of massacre (154% power, 2 apr).
Marisa picks up (F.): cleansing cured leather armour (6 def, 4 armour).
Marisa picks up (A.): dwarven-steel gauntlets of butchering (0 def, 2 armour).
Marisa picks up (G.): rejuvenating stralite mail armour of fire resistance (4 def, 8 armour).
You give Salorialaith (154% power, 9 apr) to golem (servant of marisa).
Golem (servant of marisa) says: 'lost your boots? maze claims another victim '