











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.6.6This 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 Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 12 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Adamitha the skeleton warrior at level 12 on the 10th Flare 122nd year of Ascendancy at 03:15 3 / 2Killed by Merlin at level 12 on the 10th Flare 122nd year of Ascendancy at 03:21 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 42 (base 37) |
| Willpower | 28 (base 27) |
| Cunning | 23 (base 11) |
Resources
| Life | 259/259 |
| Mana | 319/319 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 16 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Physical | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 1 |
| Physical Save | 19 |
| Spell Save | 24 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Nature | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 54 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (60 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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
| On feet | Godhemina (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +6 Lck ----- def ----- Armour +1 Resists +3% acid +6% fire +6% nature +3% temporal Stealth +6 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 | Gloryssra (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +7 Fatigue +1% Resists +5% arcane Crit.dmg- 15.00% Die.at -20.00 life Poison- +10% Confus- +10% ---------- misc Infravis +1 A cap made of leather. |
| Tool | iron torque of mindblast 'Harandur' [power 100] (7/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Acc +5 (+4 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Phys.save +3 (+2 eff.) Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| Around waist | rough leather belt 'Glimmerglean'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +20% blight +10% light ----- def ----- Resists +6% light Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.11 Max.mana +22.00 A belt that goes around your waist. |
| Main armor | linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Murkgrit the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +9% physical Amulets can have magical properties. |
Inventory
healing infusion (heal 40; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 173; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 22%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 4; phase 15; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 952% over 10 turns; mana 48; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 952% for 10 turns (69 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
chilling iron greatsword of massacre (23-36.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 cold Massive two-handed swords. |
iron longsword of amnesia (13-18.2 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
iron longsword of crippling (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
elm starstaff of might (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+2 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of power (12-14.4 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +11 (+5 eff.) Dmg.mod +12% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.11 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal steel steamgun of dampening4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Con ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +2% all Spell.save +7 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 88 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chargevenom' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+2 eff.) Res.pen +10% lightning ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% blight +6% light +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenyleg the Forestream (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +7% all +10% cold Melee Ret 4 nature 2 fire ----- def ----- Resists +11% darkness +6% nature +15% cold +10% mind +9% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +22 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm of fire (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire Mind.save +16 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Forestgrind (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +3% light +6% nature +3% mind A pair of boots made of leather. |
Glorariadalle the Chillshine (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +15% cold Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% light +6% cold ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hellskarma the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+3 eff.) Dmg.mod +3% mind Res.pen +5% mind Apr +4 Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Fatigue +2% Resists +6% mind +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sleetmalice the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +15% cold ----- def ----- Armour +1 Resists +6% lightning +6% temporal +12% cold +3% fire A pair of boots made of leather. |
Torain (5 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Dmg.mod +12% blight Melee Ret 2 arcane ----- def ----- Armour +2 Defense +5 (+5 eff.) ---------- misc Infravis +1 A pair of boots made of leather. |
Ivugama (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning Res.pen +10% mind +25% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% mind ---------- misc Max.stam +30.00 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. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Acc +5 (+4 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +9 (+4 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. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+7 eff.) Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% 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. |
steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+4 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Disarm- +21% 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. |
Cameruigen the Obsidianbender (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Crit.dmg- 5.00% ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
iron helm 'Huresus' (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% mind +15% arcane ----- def ----- Armour +5 Fatigue +5% Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.04 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+2) (0 def, 4 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
impenetrable iron mail armour of clarity (2 def, 10 armour)14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master/Psionic While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of cold resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +18% cold A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
rough leather armour 'Adiwe' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Dmg.mod +6% arcane Phasing +30% ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +17% acid ---------- misc Max.mana +40.00 A suit of armour made of leather. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +22.00 A suit of armour made of leather. |
Dazzlerebel (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +20% temporal Melee Ret 2 light ----- def ----- Armour +9 Fatigue +22% Resists +19% acid +5% physical Phys.save +10 (+5 eff.) Max.HP +28.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of metal plates. |
iron shield of resistance (0 def, 2 armour, 10-12 power, 20 block)7.0 T1 shield armor [Ego+] Nature When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +5% acid +6% fire +6% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of acid resistance (+17%) (0 def, 4 armour, 9-10.8 power, 38 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of arcane resistance (+10%) (0 def, 4 armour, 9-10.8 power, 39.5 block)7.0 T1 shield armor [Ego] Disrupt/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of temporal resistance (+12%) (0 def, 7 armour, 16-19.2 power, 55 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +55 While equipped: dps ---------- On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.36 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
arcing pouch of iron shots of accuracy (20/20, 16-19.2 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of crippling (54/54, 13.5-16.2 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 54 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of accuracy (19/20, 21-25.2 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 20 Ranged+ +12 lightning On Crit.r2 +5 lightning Shots are used with slings to pummel your foes to death. |
Xeruriabrelle the elm wand of lightning storm [power 110] (7/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +1 Wil ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Merlin the Higher Archmage level 10
1st Flare 122nd year of Ascendancy at 14:59 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Merlin the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 18:04 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Merlin the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Merlin the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 10:41 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Merlin the Higher Archmage level 12
10th Flare 122nd year of Ascendancy at 03:21 see stats
Log
Merlin is not stunned anymore.
Adamitha the skeleton warrior uses Dual Strike.
Merlin is stunned!
Adamitha the skeleton warrior hits Merlin for 8 physical, 13 physical, 4 cold (24 total damage).
Adamitha the skeleton warrior's light area effect hits Merlin for 25 light damage.
Talent Freeze is ready to use.
Adamitha the skeleton warrior casts Healing Light.
Adamitha the skeleton warrior receives 203 healing.
Adamitha the skeleton warrior casts Moonlight Ray.
Adamitha the skeleton warrior hits Merlin for 71 darkness damage.
Merlin the level 12 higher archmage was shadowed to death by Adamitha the skeleton warrior on level 2 of Ruins of Kor'Pul.
You have 3 life(s) left.
Merlin deactivates Chant of Fortitude.
Merlin deactivates Shielding.
Merlin is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Adamitha the skeleton warrior killed Merlin!
Saving game...
Talent Teleport: Angolwen is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Chain Lightning is ready to use.
Talent Teleport is ready to use.
Talent Congeal Time is ready to use.
Talent Rune: Reflection Shield is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




























































































