










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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. Escort Shush 1.7.4Makes the "wait a few turns" party command last 100 turns instead of 6-10. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 20 / 61% |
| Size | small |
| Lifes / Deaths | Killed by Betelrarenor the luminous horror at level 20 on the 3rd Regrowth 123rd year of Ascendancy at 04:48 4 / 2Killed by Betelrarenor the luminous horror at level 20 on the 3rd Regrowth 123rd year of Ascendancy at 17:36 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 15 (base 15) |
| Constitution | 12 (base 12) |
| Magic | 16 (base 12) |
| Willpower | 62 (base 44) |
| Cunning | 39 (base 26) |
Resources
| Hate | 92/100 |
| Equilibrium | 10 |
| Life | -266/437 |
| Stamina | 265/287 |
| Psi | 58/132 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 3.3122460056587 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +39% |
| Lightning | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +25% |
| Lightning | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21 (65.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 32 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 1%( 70%) |
| Blight | -5%( 70%) |
| Arcane | + 2%( 70%) |
| Cold | -2%( 70%) |
| All | -9%( 70%) |
| Lightning | + 11%( 70%) |
| Temporal | -2%( 70%) |
| Physical | -8%( 70%) |
| Fire | -2%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 100% |
| Disarm Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Gestures | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gesture of Pain |
| talent | Thermal Shield |
| talent | Deflection |
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Kinetic Shield |
| detrimental effect | The target is on fire, taking 43.98 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 6 damage from the next 1.0 attack(s) with a 5% chance to counterattack. Guarded |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Your mindstar(s) are attuned as follows: Attune Minstarcreative thorny mindstar of balance (9-10 power, 24 apr, mind damage): mind nature's thorny mindstar of life (9-10 power, 24 apr, mind damage): mind |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+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 Conversion (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You must explore the ritch tunnels. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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 red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed skeleton mage skull. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within4 lumberjacks have died. | done |
Equipment
| Psionic focus | Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 1H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 72% Wil Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| Quiver | Gleamquake the pouch of iron shots (18/18, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 16.0 - 19.2 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +9 lightning +4 cold +12 mind On Crit.r2 +6 lightning +8 mind +4 light Shots are used with slings to pummel your foes to death. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Light source | Umbrajam1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Res.pen +25% acid Apr +2 On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Die.at -80.00 life ---------- misc Stam/turn +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chalyromildil the Shinerazor (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +25% nature Die.at -20.00 life Disarm- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Brodondur' (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +9% lightning +6% temporal +1% physical +6% acid Crit.chn- 10.00% Max.HP +60.00 A pair of boots made of leather. |
| Tool | Shocksaw the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning Melee Ret 2 acid ----- def ----- Resists +3% lightning +6% cold Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Fireworm'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +6% fire HP.reg +2.00 Stun/Frz- +22% ---------- misc See.Invis +18 Rings make your fingers look great! |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | creative thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.70 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. |
| Around waist | Mayubreravena1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +5% physical Against +17% Summoned ----- def ----- Defense +15 (+5 eff.) Resists +5% arcane +3% acid D.Red.from +17% Summoned Die.at -60.00 life A belt that goes around your waist. |
| In off hand | nature's thorny mindstar of life (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Max.HP +16.00 HP.reg +1.00 Disease- +16% ---------- misc 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. |
| Cloak | Haledelach (1 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +5% arcane +6% lightning Die.at -80.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.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. |
Inventory
healing infusion of the psychic (heal 168; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
marksman's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% fire Acc +6 (+3 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +23% Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 54.23 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% (108). 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. |
Smolderstreak the elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +9% fire Res.pen +5% physical Melee Ret 8 mind ----- def ----- Defense +10 (+3 eff.) Die.at -40.00 life HP.reg +0.60 Heal.mod +12% ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 72% Wil Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.00 cold damage and 3.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Murkresolve (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 34.0 - 47.6 Physical Uses 60% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 darkness Against +5% Living While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +8 (+4 eff.) ----- def ----- Resists +6% fire +6% darkness +3% nature Spell.save +3 (+2 eff.) Blunt and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 30% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 60% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+4 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.33 to 33.99 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Plaguebrand the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Mag +2 Wil +3 Con dps ---------- Dmg.mod +14% nature On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +21% nature +9% all Crit.chn- 5.00% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zyldir the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% darkness +6% nature +3% cold +5% arcane +16% fire A suit of armour made of leather. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Poretha1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str ----- def ----- Resists +5% lightning +7% temporal +3% fire +3% cold Mind.save +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Samyhir'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con +1 Mag dps ---------- Phys.crit +2.0% ----- def ----- Resists +3% acid Phys.save +9 (+5 eff.) HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
Arthodunarion the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layiyara the Blazeparry (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Cun +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% mind +6% fire Acc +5 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Erelethad' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Dmg.mod +6% acid Apr +3 ----- def ----- Armour +1 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Velebrenn' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% mind Res.pen +15% mind ----- def ----- Armour +3 Fatigue +2% Resists +7% fire +3% mind +5% cold 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 rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Jetpower' (0 def, 3 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+7 eff.) Melee+ 5 nature Dmg.mod +4% nature Acc +5 (+3 eff.) ----- def ----- Armour +3 Resists +6% nature +3% darkness Phys.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. |
hardened leather gloves 'Glaregasher' (30 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% nature Res.pen +10% light Acc +13 (+7 eff.) ----- def ----- Armour +2 Defense +30 (+10 eff.) Resists +9% light Stun/Frz- +20% 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. |
steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +20 (+10 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Disarm- +22% 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. |
iron gauntlets 'Aeryhor' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +9% acid 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. |
Vorerama the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex +4 Wil dps ---------- Crit.mult +10.00% Res.pen +15% temporal ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal Phys.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
NOTE: water breatheAbysslore the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +12% fire Res.pen +5% nature +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire ---------- misc Breathe water A cap made of leather. |
Deepsbolt (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% mind Res.pen +5% mind Melee Ret 2 mind 4 darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane A cap made of leather. |
rough leather cap 'Galulakath' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +1% physical Die.at -80.00 life Max.HP +40.00 HP.reg +4.00 ---------- misc Psi/ret +0.08 A cap made of leather. |
Stormkiss (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +9% temporal +3% nature +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Polidhewen' (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +5% Resists +12% lightning Mind.save +3 (+1 eff.) Blind- +20% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.0 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
58 alchemist agate0.0 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. |
Ce'Nyldaba2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Apr +1 ----- def ----- Max.HP +40.00 ---------- misc 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 'Bethotta'2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex +1 Mag +1 Wil +2 Con ---------- misc 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. |
brass lantern 'Strikeidol'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +5% mind Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc 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. |
Eilineleba (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% acid Apr +6 ----- def ----- Resists +6% lightning +3% darkness Die.at -20.00 life While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Tulodunalen (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Cun +3 Str ----- def ----- Fatigue -5% Crit.chn- 15.00% Mind.save +6 (+3 eff.) ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Adv-Antimagic-1 the Yeek Adventurer level 15
67th Haze 122nd year of Ascendancy at 16:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Adv-Antimagic-1 the Yeek Adventurer level 10
32nd Haze 122nd year of Ascendancy at 06:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Adv-Antimagic-1 the Yeek Adventurer level 20
1st Regrowth 123rd year of Ascendancy at 21:17 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Adv-Antimagic-1 the Yeek Adventurer level 10
36th Haze 122nd year of Ascendancy at 22:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Adv-Antimagic-1 the Yeek Adventurer level 14
58th Haze 122nd year of Ascendancy at 17:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Adv-Antimagic-1 the Yeek Adventurer level 18
9th Allure 123rd year of Ascendancy at 05:35 see stats
Log
Something hits Adv-Antimagic-1 for (38 to psi shield), (16 deflected), 17 fire (17 total damage).
Adv-Antimagic-1 hits Betelrarenor the luminous horror for 80 mind, 3 mind, 3 mind (86 total damage).
You have deflected 7 incoming damage!
Adv-Antimagic-1 shares damage with his oozes!
Mirror Image (Betelrarenor the luminous horror)'s light area effect hits Bloated ooze for 19 light damage.
Betelrarenor the luminous horror's cleansing fire area effect hits Adv-Antimagic-1 for (20 to psi shield), (7 deflected), 8 fire (8 total damage).
Betelrarenor the luminous horror's light area effect hits Bloated ooze for 84 light damage.
Betelrarenor the luminous horror's light area effect killed Bloated ooze!
Agony from Adv-Antimagic-1 hits Betelrarenor the luminous horror for 31 mind damage.
Bleeding from Adv-Antimagic-1 hits Betelrarenor the luminous horror for 3 physical damage.
You have deflected 6 incoming damage!
Adv-Antimagic-1 stops regenerating health quickly.
Adv-Antimagic-1 feels pain again.
You have deflected 19 incoming damage!
Talent Reproach is ready to use.
Mirror Image (Betelrarenor the luminous horror) is less vulnerable.
Adv-Antimagic-1 shares damage with his oozes!
Bleeding from Adv-Antimagic-1 hits Mirror Image (Betelrarenor the luminous horror) for 0 physical damage.
Adv-Antimagic-1's Beyond the Flesh hits Betelrarenor the luminous horror for 27 physical, 2 mind (28 total damage).
Phantasmal Shield hits Adv-Antimagic-1 for (38 to psi shield), (19 deflected), 75 light (75 total damage).
Phantasmal Shield hits Mirror Image (Betelrarenor the luminous horror) for 0 light damage.
Burning from Betelrarenor the luminous horror hits Adv-Antimagic-1 for (18 to psi shield), (6 deflected), 8 fire (8 total damage).
Betelrarenor the luminous horror casts Searing Light.
You have deflected 23 incoming damage!
Mirror Image (Betelrarenor the luminous horror) casts Searing Light.
Betelrarenor the luminous horror hits Adv-Antimagic-1 for (38 to psi shield), (23 deflected), 87 light (87 total damage).
Adv-Antimagic-1 uses Reproach.
Adv-Antimagic-1's mind surges with critical power!































































































