Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines 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: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 7 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 7 on the 78th Pyre 122nd year of Ascendancy at 08:08 2 / 2Killed by skeleton warrior at level 7 on the 78th Pyre 122nd year of Ascendancy at 09:51 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 19 (base 17) |
| Magic | 22 (base 20) |
| Willpower | 18 (base 16) |
| Cunning | 14 (base 11) |
Resources
| Life | 170/170 |
| Mana | 182/182 |
| Healing Factor | 1 |
| Regeneration | 1.05 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 9 |
| Accuracy | 4 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.2 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 0 |
| Physical Save | 14.5 |
| Spell Save | 19 |
| Mental Save | 17.2 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] titan's copper ring of nature (+20%)titan's copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +2 Con Changes resistances: +20% nature Changes damage: +10% nature / +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Physical save: +4 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Rings can have magical properties. |
| On fingers | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] rogue's steel ring of perseverancerogue's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Stun/Freeze immunity: +21% Life regen: +0.80 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Rings can have magical properties. |
| Around neck | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -20% Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Maximum encumbrance: +20 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] elm magestaff (10-12 power, 2 apr, arcane element)elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) arcane Talents granted: +1.00(-) Command Staff Spellpower: +3 (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. |
| On head | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] shielding linen wizard hat of light (+16%) (1 def, 0 armour)shielding linen wizard hat of light (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +1 Changes stats: +2 Mag Changes resistances: +16% light Changes damage: +11% light / +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spell save: +5 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A pointy cloth hat, very wizardly... |
| Light source | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Light radius: +2 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. |
| Cloak | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] regal linen cloak (1 def, 0 armour)regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +1 Changes stats: +2 Wil Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Mental save: +6 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] sun infusion of the sneak (rad 5; power 37; turns 3; dispells darkness)This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 5; power 37; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 37) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] copper amuletThis item will automatically be transmogrified when you leave the level. copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Amulets can have magical properties. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] restful copper amulet of magic (+2)restful copper amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Life regen: +1.00 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Amulets can have magical properties. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron battleaxe of massacre (21-31.5 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe of massacre (21-31.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5(+11.0 - +19.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Massive two-handed battleaxes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] arcing iron greatmaul of massacre (27-40.5 power, 1 apr)This item will automatically be transmogrified when you leave the level. arcing iron greatmaul of massacre (27-40.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.0 - 40.5(+17.0 - +28.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Massive two-handed mauls. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron longsword (11.5-16.1 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+1.5 - +4.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Sharp, long, and deadly. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron mace (13-18.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron mace (13-18.2 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2(+3.0 - +6.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Blunt and deadly. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron mace of erosion (12.5-17.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron mace of erosion (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +6 nature / +6 temporal When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Blunt and deadly. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] gifted vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. gifted vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-4.5 - -5.9) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Mental save: +4 Maximum psi: +11.00 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Mindpower: +4 Mental crit. chance: +2% 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. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] balanced iron waraxe (12.5-17.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron waraxe (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 Defense: +5 Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] balanced iron waraxe of massacre (17.5-24.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron waraxe of massacre (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5(+7.5 - +12.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 Defense: +5 Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron waraxe of massacre (16-22.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron waraxe of massacre (16-22.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4(+6.0 - +10.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron waraxe of projection (10-14 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron waraxe of projection (10-14 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0(+0.0 - +2.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +5 mind When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] voratun waraxe (41-57.4 power, 6 apr)This item will automatically be transmogrified when you leave the level. voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4(+31.0 - +45.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (+4) Physical crit. chance: +7.0% (+4.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] barbed quiver of elm arrows of wind (18/18, 14.5-20.3 power, 5 apr)This item will automatically be transmogrified when you leave the level. barbed quiver of elm arrows of wind (18/18, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3(+4.5 - +8.3) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+3) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (100%) Capacity: 18 On weapon hit: + 10% chance to create an air burst On weapon crit: + wounds the target Travel speed: +200% Damage (Ranged): +5 bleed When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Arrows are used with bows to pierce your foes to death. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +3 (-) Spell crit. chance: +0% (-1%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron helm (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +3 Fatigue: +5% Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron mail armour of cold resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% cold Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A suit of armour made of mail. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] spiked iron mail armour of cold resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% cold Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A suit of armour made of mail. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A suit of armour made of metal plates. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A suit of armour made of metal plates. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] prismatic steel plate armour of acid resistance (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. prismatic steel plate armour of acid resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +15% acid / +10% light / +10% darkness Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) A suit of armour made of metal plates. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] Coral Spray (8 def, 8 armour, 48 block)This item will automatically be transmogrified when you leave the level. Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Changes damage: +0%(-10%) arcane Talents granted: +2 Block +0(+-1) Command Staff Maximum air capacity: +20.00 Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Changes resistances: +1% all Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] opalopal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] brass lanternThis item will automatically be transmogrified when you leave the level. brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) Light radius: +2 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. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When carried: This orb will automatically identify items you find. |
[vs. elm magestaff (10-12 power, 2 apr, arcane element) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes damage: +0%(-10%) arcane Talent granted: +0(+-1) Command Staff Spellpower: +0 (-3) Spell crit. chance: +0% (-1%) When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
Log
Squid loses sight!
Lord Quas hits Green mold for 95 light damage.
Lord Quas hits Skeleton warrior for 95 light damage.
Lord Quas hits Green mold for 95 light damage.
Lord Quas hits Giant fire ant for 95 light damage.
Lord Quas hits Squid for 95 light damage.
Green mold uses Slime Roots.
Giant fire ant uses Flamespit.
Giant fire ant hits Lord Quas for 10 fire damage.
Lord Quas uses Infusion: Wild.
Lord Quas lessens the pain.
Lord Quas casts Flame.
Skeleton warrior is on fire!
Lord Quas's Flame hits Skeleton warrior for 49 fire damage.
Burning from Lord Quas hits Skeleton warrior for 16 fire damage.
Skeleton warrior hits Lord Quas for 74 physical damage.
Lord Quas casts Manathrust.
Lord Quas hits Skeleton warrior for 58 arcane damage.
Burning from Lord Quas hits Skeleton warrior for 16 fire damage.
Skeleton warrior uses Stunning Blow.
Lord Quas is stunned!
Skeleton warrior hits Lord Quas for 117 physical damage.
Lord Quas the level 7 cornac archmage was minced to death by a skeleton warrior on level 2 of Infinite Dungeon.
You have 2 life(s) left.
Lord Quas feels pain again.
Lord Quas is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
