











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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 | Cornac |
| Class | Archmage |
| Level / Exp | 31 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Elena the swarming horror at level 22 on the 8th Haze 122nd year of Ascendancy at 01:14 2 / 5Killed by Poltergeist Eye of Winter at level 23 on the 23rd Haze 122nd year of Ascendancy at 22:21 Killed by Borfast the Broken at level 28 on the 20th Regrowth 123rd year of Ascendancy at 11:19 Killed by Zubiwen the elder vampire at level 31 on the 31st Regrowth 123rd year of Ascendancy at 03:26 Killed by Padmo at level 31 on the 31st Regrowth 123rd year of Ascendancy at 03:54 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 28 (base 14) |
| Magic | 87 (base 60) |
| Willpower | 78 (base 60) |
| Cunning | 21 (base 11) |
Resources
| Life | 571/571 |
| Mana | 698/748 |
| Healing Factor | 1.7656298990388 |
| Regeneration | 5.9148601617801 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 15 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 10 |
| Crit Chance | 8% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 44 |
| Crit Chance | 8% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +27% |
| Light | +12% |
| Fire | +40% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +15% |
| Arcane | +10% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 10 (35.65183292883%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 38 |
| Mental Save | 41 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| Light | + 24%( 70%) |
| Blight | + 24%( 70%) |
| Nature | + 19%( 70%) |
| Cold | + 8%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Silence Resistance | 40% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 26% |
| Poison Resistance | 26% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (72 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: 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 535 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
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 failed to protect the injured seer from death by Ce'Newyn the stone troll. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by skeleton assassin. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by grave wight. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by vampire lord. Escort: worried loremaster (level 6 of Dreadfell) | failed |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed naga tongue. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 ice ant stinger. * You've found the needed vial of greater demon bile. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | 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 | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +20% Confus Resist +20% Stun Resist +26% A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +8 (+4 eff.) Life +40.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | heroic voratun gauntlets of the starseeker (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Mag defense ------ Armor +7 Fatigue +5% Resistance +9% light +6% darkness Mind save +11 (+3 eff.) Life +50.00 other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 66.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick iron torque of clear mind [power 1] (17 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +6 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 13 light On-Ranged-Hit 11 light Damage +12% light Rings make your fingers look great! |
| On fingers | psionicist's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.12 Max mana +25.00 Amulets make your neck look great! |
| In main hand | Runaredig (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +15% Critical power +15.00% Spellpower +21 (+6 eff.) Damage +30% fire Ignore resists +10% arcane +15% mind When Hit 4 blight defense ------ Life Regen +0.50 Healmod +30% other ------- Hate-on-crit +1.00 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | spiritwalker's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag other ------- Mana/turn +0.16 Max mana +33.00 A belt that goes around your waist. |
| In off hand | Poltergeist's Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | linen cloak 'Boltschism' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Con offense ------ Ignore resists +10% lightning When Hit 6 lightning defense ------ Defense +1 (+0 eff.) Resistance +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +7% nature defense ------ Resistance +9% blight +11% all Life +47.00 Life Regen +2.60 Healmod +16% Poison Resist +26% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
manasurge rune of the psychic (regen 1163% over 10 turns; mana 58; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 1163% for 10 turns (102 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 |
shielding rune of the wizard (absorb 510; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 510 damage for 5 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. |
stormshield rune (threshold 31; blocks 5; dur 4; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+6 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Branoldir0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Mind Crit +5% defense ------ Resistance +15% temporal Pinning Resist +22% Knockbk Resist +33% other ------- Max hate +4.00 See Invisibility +6 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+5 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
insulating gold amulet of perfection (0.12 Wild-gift / Harmony,0.12 Spell / Fire)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +12% fire +15% cold other ------- Masteries +0.12 Wild-gift/Harmony +0.12 Spell/Fire Amulets make your neck look great! |
Blazerip the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% fire +9% light +6% temporal Ignore resists +25% light defense ------ Resistance +3% temporal Mind save +8 (+2 eff.) Rings make your fingers look great! |
Lisilessra the Quenchtide0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +4 Dex +4 Con offense ------ Physical Power +7 (+6 eff.) Damage +13% arcane +6% cold Ignore resists +5% cold Accuracy +8 (+7 eff.) defense ------ Resistance +13% arcane other ------- Infravision +3 Rings make your fingers look great! |
gold ring 'Cinderpassion'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +15% lightning +5% fire +5% acid When Hit 6 acid 10 fire On-Hit (Melee): * 10% chance to reduce armor by 37% defense ------ Resistance +12% acid Life Regen +4.00 Stun Resist +35% Rings make your fingers look great! |
Brodyntir the Breezefame0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ On-Hit 22 light On-Ranged-Hit 22 light Damage +14% light +3% nature Accuracy +13 (+10 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +10 (+5 eff.) Resistance +6% darkness Life +28.00 Disarm Resist +25% Pinning Resist +32% Knockbk Resist +40% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 143% 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! |
arcing blue-steel trident of rage (19-30 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 19.0 - 30.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage While equipped: Stats +3 Str offense ------ Damage +13% physical Accuracy +19 (+13 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Lavatrail the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str +7 Dex +3 Wil +4 Cun offense ------ When Hit 10 fire defense ------ Crit Resistance 15.00% Physical save +11 (+5 eff.) Spell save +11 (+4 eff.) Mind save +12 (+4 eff.) A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 317, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Offalsting (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Mag +3 Wil +3 Cun +2 Con offense ------ Physical Crit +2.0% Physical Power +5 (+5 eff.) Damage +9% blight Ignore resists +10% nature +7% physical defense ------ Armor +3 Fatigue -6% Resistance +10% blight Physical save +22 (+11 eff.) Mind save +12 (+4 eff.) other ------- Encumbrance +23 A pair of boots made of leather. It was hardened by the digestive sack. |
Heatripper (4 def, 12 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +10 Dex +3 Con offense ------ Ignore resists +10% fire Ignore Armor +3 defense ------ Armor +12 Defense +4 (+2 eff.) Fatigue +3% Physical save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +5 (+2 eff.) On-Hit 10 arcane Damage +6% arcane defense ------ Armor +2 Resistance +4% arcane 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Daimadur the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +3% temporal Crit Resistance 5.00% Physical save +15 (+7 eff.) A pointy cloth hat, very wizardly... |
Chamugar the Gorewisp (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% arcane +5% cold other ------- See Invisibility +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+8 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
126 alchemist agate0.0 Encumbrance 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- 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. |
alchemist's lamp 'Infernowisp'1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: offense ------ Damage +15% acid Ignore resists +15% fire When Hit 2 fire defense ------ Resistance +9% acid +3% fire +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 166.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 166.21 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Blazebloom' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +3% lightning +3% physical +11% nature Blind Resist +10% Poison Resist +20% Confus Resist +10% Pinning Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Boryroddablek' (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Mag offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +5 (+2 eff.) Resistance +6% mind +3% light Mind save +12 (+4 eff.) Life +23.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Deepsknave' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Dex +1 Wil +1 Cun offense ------ Damage +6% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 243.31 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
overpowered yew totem of healing [power 482] (19 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 482 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Padmo the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 21:19 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Padmo the Cornac Archmage level 25
35th Haze 122nd year of Ascendancy at 06:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Padmo the Cornac Archmage level 21
4th Haze 122nd year of Ascendancy at 20:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Padmo the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 21:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Padmo the Cornac Archmage level 20
2nd Haze 122nd year of Ascendancy at 04:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Padmo the Cornac Archmage level 30
25th Regrowth 123rd year of Ascendancy at 16:53 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Padmo the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 01:17 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Padmo the Cornac Archmage level 27
6th Decay 122nd year of Ascendancy at 12:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Padmo the Cornac Archmage level 9
2nd Mirth 122nd year of Ascendancy at 16:34 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Padmo the Cornac Archmage level 25
34th Haze 122nd year of Ascendancy at 13:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Padmo the Cornac Archmage level 17
68th Dusk 122nd year of Ascendancy at 17:25 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Padmo the Cornac Archmage level 31
31st Regrowth 123rd year of Ascendancy at 03:54 see stats
Log
Talent Inferno is ready to use.
Talent Fireflash is ready to use.
Restless Night from Zubiwen the elder vampire hits Padmo for 44 mind damage.
Cauterize hits Padmo for 28 fire damage.
Luminous horror's light area effect hits Padmo for 43 light damage.
Zubiwen the elder vampire uses Synaptic Static.
Zubiwen the elder vampire hits Padmo for 159 mind damage.
Padmo the level 31 cornac archmage was mindraped to death by Zubiwen the elder vampire on level 9 of Dreadfell.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Zubiwen the elder vampire killed Padmo!
Saving game...
Resting starts...
Talent Phase Door is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Cauterize is ready to use.
Talent Aegis is ready to use.
Talent Disruption Shield is ready to use.
Padmo activates Disruption Shield.
Rested for 13 turns (stop reason: all resources and life at maximum).
Saving done.
Talent Shielding is ready to use.
Padmo activates Shielding.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!



















































































































