








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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. 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! Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 24 / 0% |
| Size | small |
| Lifes / Deaths | Killed by rogue at level 21 on the 56th Dusk 122nd year of Ascendancy at 17:23 4 / 3Killed by Burb the snow giant champion at level 23 on the 77th Dusk 122nd year of Ascendancy at 18:52 Killed by K2 at level 24 on the 77th Dusk 122nd year of Ascendancy at 18:56 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 20 (base 25) |
| Magic | 69 (base 51) |
| Willpower | 63 (base 33) |
| Cunning | 20 (base 12) |
Resources
| Life | 223/228 |
| Mana | 519/526 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 0.27176472139453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 14 |
| Crit Chance | 8% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +20% |
| Arcane | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 5 |
| Physical Save | 22 |
| Spell Save | 41 |
| Mental Save | 40 |
Defense: Resistances
| Cold | + 17%( 70%) |
| Fire | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Silence Resistance | 34% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 89% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 279 damage for 6 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 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. | 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by K2. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)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 been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. 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 xorn fragment. * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Rimebright =6str=2.0 T1 lite [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +1.0% Dmg.mod +9% physical Res.pen +10% cold Acc +5 (+5 eff.) Apr +1 ---------- 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. |
| On head | shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +2 (+2 eff.) Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | evasive yew wand of shielding [power 260] (8/20 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+6 eff.) Apr +8 ----- def ----- Defense +9 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Spiderlace =3str=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 Infravis +1 Rings make your fingers look great! |
| Around waist | Glissra the rough leather belt =4cun 10wil=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +10 Wil dps ---------- Against +15% Summoned Apr +2 ----- def ----- Armour +2 D.Red.from +17% Summoned Mind.save +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | cruel yew magestaff of breaching (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning Res.pen +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xerima the dwarven-steel gauntlets (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Wil dps ---------- Melee+ 7 physical Dmg.mod +3% physical ----- def ----- Armour +10 Fatigue +3% Resists +6% fire Confus- +20% Knockbk- +20% 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. |
| Main armor | 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. |
| Cloak | Xanoreta (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +9% cold Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +13 (+7 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+4 eff.) Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
shatter afflictions rune of the psychic (absorb 96; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 96 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 239; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sleetwrest the copper amulet =+meta=0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Wil +3 Con dps ---------- Res.pen +5% cold ---------- misc Light +3 See.Invis +15 Masteries +0.14 Spell/Meta Amulets make your neck look great! |
copper amulet of cunning (+4) =4cun=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
insulating gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% fire +14% cold Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+5 eff.) Rings make your fingers look great! |
earthen elm magestaff of power (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane 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: dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Armour +2 Hardiness +3% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Beudir the Glimmerbore (15-18 power, 3 apr, lightning element) =6str=5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +3% light +15% lightning ----- def ----- Defense +8 (+8 eff.) Phys.save +15 (+8 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 87.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 87.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff (20-24 power, 4 apr, lightning element) =mana20=5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +15 (+5 eff.) Melee+ 23 arcane Dmg.mod +20% lightning ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloudwild (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 darkness While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +12% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 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. |
creative vined mindstar of life (5-6 power, 18 apr, nature damage) =4cun=3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 ---------- 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. |
Glintraven the linen robe (0 def, 0 armour) =sil20=2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +3% fire +15% darkness +7% all Max.HP +80.00 Poison- +10% Silence- +20% Confus- +10% ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Demonhunt' =sil10=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Max.HP +40.00 Cut- +10% Silence- +10% A belt that goes around your waist. |
Earondur the Morningshine (1 def, 0 armour) =3light=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+2 eff.) Dmg.mod +3% mind Res.pen +5% mind Melee Ret 2 mind 2 nature ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +6% light ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Baryruiblek' (1 def, 5 armour) =3con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +1% physical +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Galiyon' (0 def, 3 armour) =sil20=3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% fire Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Silence- +20% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earugar the Windglean (0 def, 4 armour) =3cun 3con=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +12% nature +9% fire Melee Ret 8 mind 6 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+8 eff.) Mind.save +14 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Galenoon' (0 def, 4 armour) =pen25=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning +10% mind Melee Ret 10 cold ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +8% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Eilinayassra the linen wizard hat (1 def, 0 armour) =2con=2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +15.00% Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +5% cold Phys.save +3 (+2 eff.) ---------- misc Equi/ret +0.04 A pointy cloth hat, very wizardly... |
prismatic hardened leather cap of the depths (0 def, 3 armour) =water=2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +12% light +13% darkness ---------- misc Breathe water A cap made of leather. |
Aragrim the Charpower (7 def, 4 armour) =5cun=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +15% fire Acc +8 (+6 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+7 eff.) Fatigue +4% Resists +6% fire Crit.dmg- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
9 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. |
4 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. |
5 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. |
9 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. |
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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
99 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. |
Voreth the brass lantern =sil10=2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Crit.dmg- 5.00% Mind.save +8 (+3 eff.) Blind- +20% Cut- +10% Silence- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Chytostir the Arcsage (dig speed 40 turns) =2str 3con=3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+4 eff.) Dmg.mod +6% nature +9% physical ----- def ----- Resists +11% nature +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
ash totem of healing 'Malechik' [power 194] (8/15 cooldown) =4con=2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Con dps ---------- S.pwr/crit +4 Dmg.mod +9% arcane Melee Ret 6 temporal ---------- misc Mana/turn +0.08 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By K2 the Yeek Archmage level 11
4th Dusk 122nd year of Ascendancy at 15:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By K2 the Yeek Archmage level 21
57th Dusk 122nd year of Ascendancy at 02:39 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By K2 the Yeek Archmage level 10
1st Summertide 122nd year of Ascendancy at 22:39 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By K2 the Yeek Archmage level 20
52nd Dusk 122nd year of Ascendancy at 05:53 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By K2 the Yeek Archmage level 21
56th Dusk 122nd year of Ascendancy at 17:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By K2 the Yeek Archmage level 11
2nd Summertide 122nd year of Ascendancy at 14:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By K2 the Yeek Archmage level 11
2nd Flare 122nd year of Ascendancy at 08:17 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By K2 the Yeek Archmage level 20
55th Dusk 122nd year of Ascendancy at 02:06 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By K2 the Yeek Archmage level 24
77th Dusk 122nd year of Ascendancy at 18:56 see stats
Log
Harkor'Zun resists!
Warg is dazed!
K2 hits Cold drake hatchling for 78 lightning damage.
K2 hits Warg for 78 lightning damage.
K2 hits Cold drake hatchling for 78 lightning damage.
K2 hits Cold drake hatchling for 78 lightning damage.
K2 hits Harkor'Zun for 69 lightning damage.
K2 hits Black ooze for 78 lightning damage.
K2 killed Black ooze!
Warg misses K2.
Thunderstorm hits Harkor'Zun for 18 lightning damage.
K2 misses Warg.
Burb the snow giant champion casts Freeze.
K2 reacts immediately after taking severe wounds!
Burb the snow giant champion hits K2 for 195 cold damage.
K2 the level 23 yeek archmage was cooled to death by Burb the snow giant champion on level 4 of Daikara.
The furious lightning storm around K2 calms down and disappears.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burb the snow giant champion killed K2!
Saving game...
Talent Rune: Manasurge is ready to use.
Saving done.
Welcome to level 24 [K2].
K2 has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
You have gained one more life (4 remaining).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




































































































