










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 27 / 22% |
Size | medium |
Lifes / Deaths | Killed by Iviyalaith the bandit at level 27 on the 57th Haze 122nd year of Ascendancy at 05:10 / 2Killed by Iviyalaith the bandit at level 27 on the 57th Haze 122nd year of Ascendancy at 05:14 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 20 (base 10) |
Constitution | 34 (base 22) |
Magic | 82 (base 58) |
Willpower | 52 (base 40) |
Cunning | 30 (base 11) |
Resources
Life | -62/561 |
Mana | 565/565 |
Healing Factor | 1.185336564623 |
Regeneration | 0.29633414115575 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 5 |
See Invisible | 9 |
Offense: Mainhand
Damage | 47 |
Accuracy | 14 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Cold | +21% |
Lightning | +51% |
Light | +19% |
Darkness | +15% |
Blight | +12% |
Arcane | +23% |
Fire | +11% |
Acid | +12% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +10% |
Fire | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 13 |
Ranged Defense | 12 |
Fatigue | 3 |
Physical Save | 42 |
Spell Save | 58 |
Mental Save | 48 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 32%( 70%) |
All | + 15%( 70%) |
Lightning | + 45%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 16%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 43%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Confusion Resistance | 10% |
Blind Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (4/4)
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 510 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 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1095% for 10 turns (136 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Thaumaturgy | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * You've found the needed snow giant kidney. 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 bone giant dust. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. 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 bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +6% Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% light +6% darkness Res.pen +5% darkness ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.43 Max.mana +49.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +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 34.88 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 | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 23/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.97 to 158.92 lightning damage (105.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +25 (+9 eff.) Apr +4 ----- def ----- Resists +6% lightning +2% physical +15% fire Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Mag dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +12% blight Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Spell.save +8 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Resists +6% lightning +5% arcane +15% nature +6% darkness Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Max.HP +80.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Dex +4 Wil +7 Cun dps ---------- Phys.crit +7.0% Mind.crit +7% Melee Ret 8 cold ----- def ----- Resists +3% acid +9% fire +3% lightning Phys.save +11 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+4 eff.) Max.HP +45.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +6 Cun +6 Con dps ---------- Spell.crit +5% Crit.mult +17.00% Spell.pwr +28 (+7 eff.) Dmg.mod +30% lightning Res.pen +15% temporal ----- def ----- Resists +9% fire Anom.red +15 ---------- misc Mana/turn +0.31 N.En/turn +0.20 Vim/s.crit +3.00 Max.vim +21.00 Max.N.En +30.00 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. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 80.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +1 Mag +1 Wil +2 Cun dps ---------- Spell.crit +9% Spell.pwr +8 (+2 eff.) Dmg.mod +10% light +9% darkness +14% arcane ----- def ----- Defense +5 (+5 eff.) Resists +9% all Phys.save +12 (+4 eff.) Spell.save +19 (+5 eff.) ---------- misc Max.mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Dmg.mod +3% arcane Res.pen +5% fire Melee Ret 6 arcane ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Str +4 Mag +3 Cun dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +5% fire +5% cold +5% lightning ----- def ----- Resists +13% temporal Crit.chn- 5.00% Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Pinning- +22% Knockbk- +23% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 296 damage for 4 turns. 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. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+11 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Acc +15 (+10 eff.) ----- def ----- Resists +12% temporal Phys.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Heal.mod +15% Blind- +20% Cut- +60% Pinning- +20% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 105 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +9% cold Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +20 cold On Crit.r2 +12 mind While equipped: Stats +8 Cun dps ---------- Dmg.mod +9% cold Res.pen +9% physical Acc +12 (+8 eff.) Apr +9 ---------- misc Max.psi +30.00 Massive two-handed swords. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Crit.mult +16.00% Res.pen +10% light Apr +13 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Defense +15 (+11 eff.) ---------- misc Max.stam +30.00 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +2% mind Res.pen +4% mind ----- def ----- Resists +10% lightning +15% fire +5% mind +11% cold Dmg.Resnn +10% Mind.save +5 (+2 eff.) ---------- misc Psi/ret +1.00 Max.psi +19.00 Infravis +3 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 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% Spell.pwr +13 (+4 eff.) Dmg.mod +22% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +9 (+7 eff.) One-handed war axes. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+9 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 33.87 to 42.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +12 (+3 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +16.00 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. |
![]() 1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +17% fire HP.reg +5.30 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +15% lightning Res.pen +25% lightning Melee Ret 4 mind ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +33.00 HP.reg +4.00 Heal.mod +12% ---------- misc Max.hate +4.00 A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (265 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Kgf the Shalore Archmage level 27
57th Haze 122nd year of Ascendancy at 01:40 see stats
By Kgf the Shalore Archmage level 23
74th Dusk 122nd year of Ascendancy at 22:32 see stats
By Kgf the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 14:21 see stats
By Kgf the Shalore Archmage level 20
69th Dusk 122nd year of Ascendancy at 15:51 see stats
By Kgf the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:02 see stats
By Kgf the Shalore Archmage level 19
54th Dusk 122nd year of Ascendancy at 23:32 see stats
By Kgf the Shalore Archmage level 13
3rd Dusk 122nd year of Ascendancy at 04:35 see stats
By Kgf the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 14:29 see stats
By Kgf the Shalore Archmage level 24
42nd Haze 122nd year of Ascendancy at 08:20 see stats
By Kgf the Shalore Archmage level 17
39th Dusk 122nd year of Ascendancy at 03:40 see stats
By Kgf the Shalore Archmage level 27
57th Haze 122nd year of Ascendancy at 05:11 see stats
Log
Kgf resists being teleported by Bone Grab!
Poralaith the thief shares damage with his oozes!
Kgf hits Betabeth the bandit for 23 lightning damage.
Kgf hits Bloated ooze for 15 lightning damage.
Kgf hits Poralaith the thief for 6 lightning damage.
Kgf hits Saluwyn the rogue for 20 lightning damage.
Betabeth the bandit hits Kgf for 65 physical damage.
Kgf killed Bloated ooze!
Kgf casts Phase Door.
Select a target to teleport...
Select a teleport location...
Iviyalaith the bandit casts Teleport.
Poralaith the thief uses Mucus.
Kgf's arcane area effect hits Iviyalaith the bandit for 15 arcane damage.
Kgf shrugs off the effect 'Dazzled'!
Phantasmal Shield hits Kgf for 160 light damage.
Kgf hits Iviyalaith the bandit for 19 lightning damage.
Kgf casts Rune: Shatter Afflictions.
Kgf is no longer pinned.
A shield forms around Kgf.
Kgf casts Rune: Manasurge.
Kgf starts to surge mana.
Iviyalaith the bandit casts Manathrust.
Iviyalaith the bandit's spell attains critical power!
Your shield crumbles under the damage!
The shield around Kgf crumbles.
Iviyalaith the bandit hits Kgf for (46 absorbed), 264 arcane (264 total damage).
Kgf the level 27 shalore archmage was mana-torn to death by Iviyalaith the bandit on level 1 of Damp Cave.