








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 10 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Belasewe the Guard at level 9 on the 9th Flare 122nd year of Ascendancy at 04:03 0 / 5Killed by rogue at level 9 on the 9th Flare 122nd year of Ascendancy at 09:24 Killed by Bandit Leader Adunn at level 10 on the 9th Flare 122nd year of Ascendancy at 15:21 Killed by Bandit Leader Adunn at level 10 on the 9th Flare 122nd year of Ascendancy at 16:19 Killed by Bandit Leader Adunn at level 10 on the 9th Flare 122nd year of Ascendancy at 16:44 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 44 (base 33) |
| Willpower | 30 (base 22) |
| Cunning | 21 (base 11) |
Resources
| Life | -17/192 |
| Mana | 123/263 |
| Healing Factor | 1.2545771506545 |
| Regeneration | 4.0773757396271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 12 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Arcane | +6% |
| Cold | +16% |
| All | 0% |
| Lightning | +6% |
| Light | +9% |
| Physical | +8% |
| Mind | +12% |
| Fire | +6% |
| Nature | +19% |
Offense: Damage Penetration
| Mind | +15% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 7 (36%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 3 |
| Physical Save | 24 |
| Spell Save | 25 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 36%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 20%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 26.16 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | bladed rough leather cap of precognition (4 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +4 (+4 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +4 (+2 eff.) Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 31.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | Xerirema the Morningumbra [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light Melee Ret 4 cold 2 fire ---------- misc Light +1 Reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 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. |
| Around neck | copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
| In main hand | Daimolegorn (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Cun +4 Con dps ---------- Spell.crit +2% Crit.mult +16.00% Spell.pwr +11 (+3 eff.) Dmg.mod +15% acid +12% mind Res.pen +15% mind Phasing +16% On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +5 Hardiness +6% Defense +16 (+8 eff.) Resists +5% arcane Shield.pwr +8% Phys.save +6 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +29.00 Max.N.En +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Emosekira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
healing infusion (heal 42; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 463%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 463% 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. |
shielding rune (absorb 54; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 54 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's steel ring of fire (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% fire Acc +4 (+4 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +24.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
elm vilestaff (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 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm magestaff of illumination (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego+] Nature 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: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +10% arcane ----- def ----- Defense +6 (+3 eff.) HP.reg +0.60 Heal.mod +10% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 80.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of might (12-14 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 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 +7% Spell.pwr +5 (+1 eff.) Dmg.mod +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash magestaff (15-18 power, 3 apr, cold 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 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane 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 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +2 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +9% Phys.pwr +6 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning Acc +6 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling iron greatmaul (19-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 cold Massive two-handed mauls. |
slime-covered iron greatmaul of erosion (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature/Disrupt Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature On Hit: * 7% chance to slow global speed by 42% Massive two-handed mauls. |
steel greatmaul of massacre (39-59 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
acidic iron longsword of massacre (18-25 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, long, and deadly. |
thought-forged iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +1 Wil One-handed war axes. |
arcing steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage One-handed war axes. |
balanced steel waraxe of daylight (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +7% Undead While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% One-handed war axes. |
steel waraxe (11-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
acidic iron dagger of phasing (10-13 power, 11 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, short and deadly. |
acidic iron dagger of phasing (9-11 power, 11 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, short and deadly. |
iron dagger of massacre (14-18 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of shearing (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +7 (+7 eff.) Apr +5 Sharp, short and deadly. |
stormbringer's iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +8 lightning +6 cold While equipped: dps ---------- Mov.spd +21% Res.pen +5% lightning +6% cold Sharp, short and deadly. |
elemental steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 69 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +9% fire Sharp, short and deadly. |
stormbringer's steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Nature/Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning +5 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Mov.spd +24% Res.pen +8% lightning +5% cold Sharp, short and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 22 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Silayamira' (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +20 temporal While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 4 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of lightning4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 lightning While equipped: dps ---------- Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 Slings are used to hurl stones or metal shots at your foes. |
penetrating cured leather sling of recursion4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego++] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots of crippling (13/23, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego+] Master Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
acidic pouch of steel shots of paradox (11/18, 20-24 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +5 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Shots are used with slings to pummel your foes to death. |
swashbuckler's iron shield of cold resistance (+16%) (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +1 Dex dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling iron shield (0 def, 2 armour, 25 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +2 Fatigue +8% Resists +10% physical Shield.near.proj +20 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming steel shield of lightning resistance (+17%) (0 def, 4 armour, 44 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
enlightening rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% cold +12% light +11% darkness A suit of armour made of leather. |
prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% fire +11% light +11% darkness A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% blight +15% fire +12% nature A suit of armour made of leather. |
troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% acid Max.HP +30.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
radiant steel mail armour of command (7 def, 9 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +9 Defense +7 (+4 eff.) Fatigue +12% Resists +12% blight +10% darkness Mind.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding cashmere wizard hat of corrosion (+6%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +9% temporal +18% acid A pointy cloth hat, very wizardly... |
rough leather cap of fortune (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +2% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Vorowyn the Infernobile (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +13% cold +6% nature Silence- +10% Pinning- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel0.0 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+3 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 43 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Borotogorn [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% physical ----- def ----- Defense +20 (+10 eff.) Resists +1% physical Phys.save +3 (+2 eff.) ---------- misc Max.stam +20.00 Light +1 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 202 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Bandit Leader Adunn throws two quick punches.
Bandit Leader Adunn performs a melee critical strike against Shmang!
Bandit Leader Adunn hits Shmang for (49 to time), 0 physical, (4 to time), 0 fire, (4 to time), 0 fire, (29 to time), 0 physical, (4 to time), 0 fire (0 total damage).
Melee retaliation hits Bandit Leader Adunn for (1 flat reduction), 0 fire, (7 flat reduction), 5 cold, (1 flat reduction), 0 fire, (7 flat reduction), 5 cold (10 total damage).
Minotaur hits Shmang for (53 to time), 0 physical (0 total damage).
Melee retaliation hits Minotaur for 2 fire, 16 cold (18 total damage).
--------------------------------
Shmang casts Manathrust.
Shmang's spell attains critical power!
Talent Shielding is ready to use.
You collect a new ingredient: minotaur nose (1).
Something misses Shmang.
Something hits Shmang for (31 to time), 0 physical (0 total damage).
Shmang's Manathrust hits Minotaur for 131 arcane damage.
Shmang's Manathrust killed Minotaur!
Bandit Leader Adunn strikes Shmang with hidden blades!
Bandit Leader Adunn performs a melee critical strike against Shmang!
Your time shield crumbles under the damage!
The fabric of time around Shmang stabilizes to normal.
The powerful time-altering energies generate a restoration field on Shmang.
Bandit Leader Adunn performs a melee critical strike against Shmang!
Bandit Leader Adunn hits Shmang for (3 to time), 62 physical, 4 fire, 4 fire, 46 physical, 4 fire, 4 fire (126 total damage).
Melee retaliation hits Bandit Leader Adunn for (1 flat reduction), 0 fire, (7 flat reduction), 5 cold, (1 flat reduction), 0 fire, (7 flat reduction), 5 cold (10 total damage).
Shmang activates Shielding.
Bandit Leader Adunn throws a concussive punch.
Bandit Leader Adunn hits Bandit for 25 physical damage.
Bandit Leader Adunn hits Shmang for 37 physical, 4 fire, 24 physical (66 total damage).
Melee retaliation hits Bandit Leader Adunn for (1 flat reduction), 0 fire, (7 flat reduction), 5 cold (5 total damage).
Shmang the level 10 higher archmage was squished to death by Bandit Leader Adunn on level 1 of bandit fortress.





























































































