










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 22 / 91% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 8 on the 5th Mirth 122nd year of Ascendancy at 08:34 / 2Killed by Poltergeist Kinetic Focus at level 22 on the 31st Pyre 123rd year of Ascendancy at 09:27 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 19 (base 19) |
Magic | 88 (base 51) |
Willpower | 49 (base 37) |
Cunning | 17 (base 11) |
Resources
Life | -157/412 |
Mana | 104/530 |
Healing Factor | 1.0791723257555 |
Regeneration | 4.586482384461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 4 |
Offense: Mainhand
Damage | 29 |
Accuracy | 16 |
Crit Chance | 5% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Temporal | +12% |
Fire | +22% |
Arcane | +14% |
Cold | +15% |
All | +6% |
Offense: Damage Penetration
Arcane | +7% |
Lightning | +10% |
Mind | +5% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 51 |
Mental Save | 21 |
Defense: Resistances
Arcane | + 32%( 70%) |
Mind | + 20%( 70%) |
All | + 9%( 70%) |
Lightning | + 15%( 70%) |
Light | + 12%( 70%) |
Temporal | + 20%( 70%) |
Darkness | + 18%( 70%) |
Cold | + 17%( 70%) |
Fire | + 25%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Confusion Resistance | 22% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 449 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 70 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 (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 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 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 / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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. | active |
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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 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 Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 Prox 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Armour +1 Resists +7% lightning +6% temporal +3% light +9% cold Spell.save +6 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Max.HP +40.00 ---------- misc Light +3 Infravis +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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% fire +6% temporal Res.pen +10% lightning +10% temporal ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 244 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 12% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Acc +8 (+5 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego] Nature 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% lightning ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area and deals 138.27 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. |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 113.90 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +1 Wil dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +8% arcane Res.pen +7% arcane ----- def ----- Defense +10 (+5 eff.) Resists +3% temporal Crit.chn- 5.00% Phys.save +5 (+4 eff.) Spell.save +7 (+3 eff.) HP.reg +4.00 Disease- +20% ---------- misc Max.mana +88.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] 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 93 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. |
![]() 0.1 infusion scroll [Normal] 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 228 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. |
![]() 0.1 rune scroll [Ego] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 39% faster, and you are invisible (power 26). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 144 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light Against +8% Undead While equipped: dps ---------- Res.pen +7% physical Acc +7 (+5 eff.) Apr +10 Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane/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% On Hit: * Create an explosion dealing 100 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +10% acid Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +10% lightning Res.pen +23% lightning +14% all Acc +12 (+7 eff.) Apr +7 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +9 (+6 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +8% lightning Sharp, long, and deadly. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +15 (+4 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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% Crit.mult +18.00% Spell.pwr +10 (+3 eff.) Melee+ 19 fire Dmg.mod +15% temporal ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+3 eff.) Dmg.mod +27% fire Res.pen +14% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning ----- def ----- Defense +8 (+4 eff.) ---------- misc Mana/turn +0.10 Max.mana +41.00 Light +3 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 102.01 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. |
![]() 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 +4 Defense +5 (+2 eff.) Resists +6% darkness +5% temporal Def/telep +8 Res/telep +5% Dur/telep +7% ---------- misc Wards +2 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +10 (+6 eff.) One-handed war axes. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +9 (+4 eff.) Phys.save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Str +2 Mag +3 Wil +2 Con dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+5 eff.) Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
![]() 2.0 T3 head armor [Ego] Nature/Psionic While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +7% temporal ---------- misc Equi/ret +1.10 Psi/ret +0.90 Hate/ret +1.30 A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Phys.save +7 (+5 eff.) Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% cold A suit of armour made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Res.pen +5% darkness Acc +4 (+3 eff.) ----- def ----- Armour +2 Resists +3% cold Mind.save +9 (+5 eff.) Heal.mod +15% Blind- +10% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% acid ----- def ----- Resists +3% light +3% mind Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 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 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gribo the Higher Archmage level 17
34th Haze 122nd year of Ascendancy at 00:23 see stats
By Gribo the Higher Archmage level 20
13rd Regrowth 123rd year of Ascendancy at 12:40 see stats
By Gribo the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 23:03 see stats
By Gribo the Higher Archmage level 20
13rd Regrowth 123rd year of Ascendancy at 03:44 see stats
By Gribo the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:02 see stats
By Gribo the Higher Archmage level 19
12nd Regrowth 123rd year of Ascendancy at 06:15 see stats
By Gribo the Higher Archmage level 22
31st Pyre 123rd year of Ascendancy at 02:32 see stats
By Gribo the Higher Archmage level 17
29th Haze 122nd year of Ascendancy at 21:36 see stats
By Gribo the Higher Archmage level 8
5th Mirth 122nd year of Ascendancy at 08:34 see stats
Log
Mindrot hits Gribo for (8 absorbed), 0 mind, (8 absorbed), 0 darkness (0 total damage).
Gribo's Shock hits Poltergeist Kinetic Focus for 101 lightning damage.
Gribo receives 80 healing from Temporal Restoration Field.
Your shield crumbles under the damage!
The shield around Gribo crumbles.
Poltergeist Kinetic Focus hits Gribo for (81 absorbed), 0 physical, (14 absorbed), (7 absorbed), 0 physical, (16 absorbed), 0 lightning, (81 absorbed), 0 physical, (21 absorbed), 0 physical, (16 absorbed), 0 lightning (0 total damage).
Poltergeist Kinetic Focus slows down.
Poltergeist Kinetic Focus's Beyond the Flesh hits Gribo for (266 absorbed), 0 physical, (22 absorbed), 0 physical, (17 absorbed), 0 lightning (0 total damage).
Mindrot hits Gribo for (6 absorbed), 0 mind, (7 absorbed), 0 darkness (0 total damage).
Gribo is no longer weakened.
Talent Lightning is ready to use.
Gribo receives 80 healing from Temporal Restoration Field.
Gribo casts Lightning.
Gribo deactivates Disruption Shield.
Gribo's disruption shield collapses and then explodes in a powerful manastorm!
Gribo hits Poltergeist Kinetic Focus for 311 lightning damage.
Poltergeist Kinetic Focus hits Gribo for (332 absorbed), (48 mana), 0 physical (0 total damage).
Poltergeist Kinetic Focus's Beyond the Flesh hits Gribo for (380 absorbed), (380 mana), 0 physical, 22 physical, 17 lightning (39 total damage).
Mindrot hits Gribo for 6 mind, 7 darkness (13 total damage).
Poltergeist Kinetic Focus performs a melee critical strike against Gribo!
Talent Nova is ready to use.
Poltergeist Kinetic Focus hits Gribo for 128 physical, 22 physical, 17 lightning, 85 physical, 22 physical, 17 lightning (290 total damage).
Gribo receives 80 healing from Temporal Restoration Field.
Gribo's arcane area effect hits Poltergeist Kinetic Focus for 111 arcane damage.
Poltergeist Kinetic Focus's Beyond the Flesh performs a melee critical strike against Gribo!
Gribo is no longer being stalked by Poltergeist Kinetic Focus's Beyond the Flesh.
Poltergeist Kinetic Focus's Beyond the Flesh hits Gribo for 312 physical damage.
Gribo the level 22 higher archmage was sliced to death by a Poltergeist Kinetic Focus on level 2 of Ruined halfling complex.