








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. 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:
 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 | Normal Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archmage | 
| Level / Exp | 15 / 95% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton magus at level 5 on the 3rd Summertide 122nd year of Ascendancy at 18:400 / 6 Killed by The Shade at level 8 on the 9th Flare 122nd year of Ascendancy at 06:32 Killed by worm that walks at level 14 on the 23rd Haze 122nd year of Ascendancy at 13:32 Killed by worm that walks at level 14 on the 23rd Haze 122nd year of Ascendancy at 14:57 Killed by Eilinyldara the yellow ooze at level 15 on the 62nd Haze 122nd year of Ascendancy at 01:19 Killed by Eilinyldara the yellow ooze at level 15 on the 62nd Haze 122nd year of Ascendancy at 01:44 | 
Primary Stats
| Strength | 20 (base 10) | 
| Dexterity | 19 (base 10) | 
| Constitution | 18 (base 14) | 
| Magic | 52 (base 40) | 
| Willpower | 36 (base 24) | 
| Cunning | 17 (base 11) | 
Resources
| Life | -34/289 | 
| Mana | 278/328 | 
| Healing Factor | 1.2711363549268 | 
| Regeneration | 4.1311931535121 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
Offense: Mainhand
| Damage | 24 | 
| Accuracy | 29 | 
| Crit Chance | 5% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 20.5 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +8% | 
| Lightning | +24% | 
| Mind | +6% | 
| Nature | +8% | 
Offense: Damage Penetration
| Mind | +5% | 
| Lightning | +5% | 
| Fire | +10% | 
| Acid | +10% | 
Defense: Base
| Armour (hardiness) | 11 (30%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 30 | 
| Mental Save | 22 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Cold | + 13%( 70%) | 
| All | + 7%( 70%) | 
| Darkness | + 18%( 70%) | 
| Temporal | + 10%( 70%) | 
| Mind | + 10%( 70%) | 
| Lightning | + 13%( 70%) | 
| Fire | + 13%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Pinning Resistance | 22% | 
| Bleed Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Fear Resistance | 100% | 
| Disarm Resistance | 47% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 23% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 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 50 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. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Arcane | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Storm | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.Escort: lost defiler (level 2 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest.Escort: lost sun paladin (level 1 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire.Escort: lost warrior (level 3 of Trollmire) As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 treasure It 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 darkness The 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 7 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. | 
| On hands |  Blazepiercer (10 def, 10 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +10 Defense +10 (+5 eff.) Phys.save +19 (+9 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +26% ---------- misc Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  shielding linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... | 
| Tool |  Lightwell [power 105]  (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Acc +25 (+12 eff.) ----- def ----- Resists +3% nature +6% darkness ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers |  rogue's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +23% Rings make your fingers look great! | 
| Around waist |  Boltwend the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +5% mind Against +16% Summoned Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind +6% lightning D.Red.from +18% Summoned A belt that goes around your waist. | 
| Main armor |  Sparkwend (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% acid On Melee Ret: * 4% chance to slow global speed by 45% * 4 arcane resource burn ----- def ----- Resists +12% acid +3% temporal +6% fire +6% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| In main hand |  ash magestaff (15-18 power, 3 apr, lightning element) 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Light source |  Blackrend the brass lantern 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% fire Melee Ret 6 darkness 2 fire On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Resists +6% darkness ---------- misc Light +3 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. | 
Inventory
|  movement infusion of the sneak (speed 451%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 451% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion (heal 60; 13 cd) 0.1 infusion scroll [Normal] 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 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the titan (heal 121; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 15%; physical; dur 2; cd 12) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 15%; mental; dur 2; cd 12) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Mirror Image Rune (dur 6; cd 24) 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. | 
|  teleportation rune of the wizard (range 75; cd 15) 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. 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. | 
|  cleansing copper amulet 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +23% Disease- +20% Amulets make your neck look great! | 
|  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! | 
|  mule's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! | 
|  wizard's steel ring of lightning (+22%) 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +8 (+4 eff.) Rings make your fingers look great! | 
|  Kor's Fall (10-12 power, 0 apr, darkness element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 85.97 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (172). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  elm magestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elm vilestaff (10-12 power, 2 apr, acid element) 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent elm magestaff (13-16 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+0 eff.) Dmg.mod +13% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering elm magestaff of fate (10-12 power, 2 apr, arcane element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +10% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Duverek the Offalbloom 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Spell.save +5 (+3 eff.) ---------- misc See.Invis +6 Size +1 A belt that goes around your waist. | 
|  Gloombane 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +15% fire +12% darkness ----- def ----- Resists +3% darkness Max.HP +36.00 A belt that goes around your waist. | 
|  nightruned rough leather belt 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +5% darkness A belt that goes around your waist. | 
|  cashmere cloak 'Blindtorrent' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +3% cold +3% darkness Max.HP +61.00 Confus- +10% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Rags of the Sanctuary of Linaniil (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) ----- def ----- Resists +7% all ---------- misc Mana/turn +0.10 Max.mana +47.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  cashmere robe of alchemy (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +5% physical +8% fire +10% cold ----- def ----- Resists +11% acid +10% physical +10% fire +13% cold +11% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven linen robe of corrosion (+15%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +14 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 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. | 
|  insulating rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. | 
|  cleansing steel plate armour of cold resistance (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +17% cold +10% nature A suit of armour made of metal plates. | 
|  Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  deadly quiver of ash arrows of accuracy (15/15, 30-41 power, 7 apr) 3.0 T2 arrow ammo [Ego] Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +7 Crit +1.5% Capacity 15 Arrows are used with bows to pierce your foes to death. | 
|  agate 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. | 
|  aquamarine 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. | 
|  opal 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. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 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. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. | 
|  nightwalker's alchemist's lamp of the zealot 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+3 eff.) ----- def ----- Resists +3% all Spell.save +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 94.19 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. | 
|  Crystal Focus 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. | 
|  Rod of Asphyxiation (24/24) 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 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. | 
|  extending iron torque of gale force [power 105]  (15 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of gale force [power 160]  (15 cooldown) 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 173 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Persistent Will 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. | 
|  5 amethyst 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. | 
|  piercing ash wand of clairvoyance [power 10]  (15 cooldown) 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 65 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  7 ametrine 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. | 
|  7 citrine 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. | 
|  9 zircon 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
Log
Poroldamina the sandworm throws two quick punches.
Your time shield crumbles under the damage!
The fabric of time around Lightfiz stabilizes to normal.
The powerful time-altering energies generate a restoration field on Lightfiz.
Melee retaliation hits Poroldamina the sandworm for (6 flat reduction), 0 darkness, 0 arcane, (1 flat reduction), 0 fire, (2 flat reduction), 0 mind, (6 flat reduction), 0 darkness, 0 arcane, (1 flat reduction), 0 fire, (2 flat reduction), 0 mind (0 total damage).
Poroldamina the sandworm hits Lightfiz for (13 to time), (42 absorbed), 0 physical, (3 absorbed), 0 cold, (70 absorbed), 0 physical, (3 absorbed), 0 cold (0 total damage).
Lightfiz receives 18 healing from Temporal Restoration Field.
Eilinyldara the yellow ooze uses Skullcracker.
Your shield crumbles under the damage!
The shield around Lightfiz crumbles.
Lightfiz wanders around!
Eilinyldara the yellow ooze hits Lightfiz for (11 absorbed), 57 physical (57 total damage).
Melee retaliation hits Eilinyldara the yellow ooze for 5 darkness, 0 arcane, 2 fire, 4 mind (11 total damage).
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Lightfiz is confused and fails to use Phase Door.
Poroldamina the sandworm breathes ice!
Lightfiz shrugs off the effect 'Frozen'!
Melee retaliation hits Poroldamina the sandworm for (6 flat reduction), 0 darkness, 0 arcane, (1 flat reduction), 0 fire, (2 flat reduction), 0 mind (0 total damage).
Poroldamina the sandworm hits Lightfiz for 59 physical, 3 cold, 88 cold (150 total damage).
Lightfiz receives 18 healing from Temporal Restoration Field.
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Lightfiz's Arcane Reconstruction has been disrupted by anti-magic forces!
Eilinyldara the yellow ooze uses Whirlwind.
Eilinyldara the yellow ooze becomes a whirlwind of weapons!
Eilinyldara the yellow ooze performs a melee critical strike against Lightfiz!
Eilinyldara the yellow ooze hits Lightfiz for 86 physical, 5 darkness, 48 physical (139 total damage).
Melee retaliation hits Eilinyldara the yellow ooze for 5 darkness, 0 arcane, 2 fire, 4 mind, 5 darkness, 0 arcane, 2 fire, 4 mind (21 total damage).
Lightfiz the level 15 skeleton archmage was tortured to death by Eilinyldara the yellow ooze on level 3 of Sandworm lair.






















































 
			