










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 15 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Beluriath the degenerated skeleton archer at level 13 on the 21st Haze 122nd year of Ascendancy at 08:49 2 / 4Killed by Moving mighty cured leather sling of dampening at level 13 on the 22nd Haze 122nd year of Ascendancy at 02:18 Killed by elder vampire at level 15 on the 27th Haze 122nd year of Ascendancy at 15:14 Killed by Russilsar at level 15 on the 27th Haze 122nd year of Ascendancy at 15:18 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 28 (base 19) |
| Magic | 59 (base 32) |
| Willpower | 32 (base 32) |
| Cunning | 22 (base 11) |
Resources
| Life | 347/347 |
| Mana | 408/408 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 6.0145569699539 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 4 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 8 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +6% |
| Cold | +6% |
| Mind | +9% |
| Blight | +24% |
| Arcane | +24% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Blight | +35% |
| Fire | +15% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 24%( 70%) |
| Mind | + 19%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 14%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 31%( 70%) |
| Cold | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 52% |
| Blind Resistance | 11% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| 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. |
| 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 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 |
| 4/5 |
| 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 / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Russilsar. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive 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 within | active |
Equipment
| On feet | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | 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 27/70. 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 28.58 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. |
| On head | clarifying cashmere wizard hat of fire (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+2 eff.) Resists +19% fire Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Getodostir the yew wand of clairvoyance [power 11] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% lightning +3% fire +5% arcane +1% physical Max.HP +20.00 Knockbk- +20% Reveal the area around you, dispelling darkness (radius 11, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Blizzardkill'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% fire Melee Ret 2 cold ----- def ----- Resists +6% cold HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Armour +8 Rings make your fingers look great! |
| Around waist | Lustrebreak the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +9% mind Res.pen +10% light On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% light +9% mind Mind.save +8 (+4 eff.) A belt that goes around your waist. |
| In main hand | Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 44/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | cashmere robe 'Xerusena' (3 def, 3 armour)2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Res.pen +25% blight ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +11% all Phys.save +20 (+10 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Brodokalthofast (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +10 Mag +2 Wil dps ---------- Dmg.mod +6% blight Res.pen +10% blight Melee Ret 2 blight ----- def ----- Defense +2 (+2 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 Blind- +11% ---------- misc Stam/turn +0.40 Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
Inventory
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
chilling dwarven-steel dagger of massacre (129% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 129% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 cold Sharp, short and deadly. |
warbringer's dwarven-steel greatmaul of erosion (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +12 (+6 eff.) Res.pen +12% physical ----- def ----- Disarm- +14% Massive two-handed mauls. |
dwarven-steel greatsword of massacre (148% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
balanced steel mace of paradox (109% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 temporal While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +8% temporal Disarm- +29% Blunt and deadly. |
dwarven-steel mace (132% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- 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. |
ash magestaff of channeling (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +17 (+6 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of greater warding (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ----- def ----- Armour +7 Defense +8 (+8 eff.) ---------- misc Wards +3 lightning +3 cold +3 arcane +3 fire Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical 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 (+10 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.3 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 15.62 cold damage and 14.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
truestriking steel waraxe of vileness (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 While equipped: dps ---------- Res.pen +7% physical Acc +7 (+7 eff.) Apr +7 One-handed war axes. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
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. |
shimmering cashmere robe of frost (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +13% arcane +15% cold ----- def ----- Resists +11% all +22% cold ---------- misc Max.mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +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. |
insulating linen wizard hat of frost (+21%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +21% cold A pointy cloth hat, very wizardly... |
miner's hardened leather cap (0 def, 4 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
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. |
56 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. |
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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
dwarven-steel pickaxe 'Stormpride' (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning +25% mind ----- def ----- Max.HP +24.00 ---------- misc Max.stam +17.00 Light +2 See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
pouch of dwarven-steel shots (17/17, 144% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 145% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
soothing dwarven-steel torque of mindblast [power 200] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 218 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 45. Torques are made by powerful psionics to store psionic powers. |
2 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. |
extending ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (205 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
Achievements
Level 10
Got a character to level 10.By Russilsar the Ogre Archmage level 10
9th Haze 122nd year of Ascendancy at 14:40 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Russilsar the Ogre Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:40 see stats
The Arena
Unlocked Arena mode.By Russilsar the Ogre Archmage level 8
6th Haze 122nd year of Ascendancy at 06:31 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Russilsar the Ogre Archmage level 15
27th Haze 122nd year of Ascendancy at 15:18 see stats
Log
Poison from Spitting spider hits Russilsar for 10 nature damage.
Dire Plague from Elder vampire hits Russilsar for 12 darkness damage.
Spitting spider uses Web.
Russilsar resists the effect 'Pinned to the ground'!
Russilsar casts Lightning.
Russilsar hits Master vampire for 138 lightning damage.
Russilsar hits Vampire for 123 lightning damage.
Russilsar hits Forest troll for 91 lightning damage.
Russilsar killed Vampire!
Poison from Spitting spider hits Russilsar for 12 nature damage.
Dire Plague from Elder vampire hits Russilsar for 14 darkness damage.
Spitting spider is not dazed anymore.
Ghoul is not dazed anymore.
Elder vampire is not dazed anymore.
Elder vampire casts Rune: Acid Wave.
Russilsar is disarmed!
Elder vampire hits Russilsar for 127 acid damage.
Russilsar the level 15 ogre archmage was dissolved to death by an elder vampire on level 7 of Dreadfell.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elder vampire killed Russilsar!
Saving game...
Saving done.
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Talent Rune: Shielding is ready to use.
Personal New Achievement: Utterly Destroyed!





































































































