












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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: 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 | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 22 / 93% |
| Size | small |
| Lifes / Deaths | Killed by Silita the netherworm mass at level 10 on the 47th Dusk 122nd year of Ascendancy at 20:54 0 / 6Killed by aether beam at level 13 on the 72nd Dusk 122nd year of Ascendancy at 22:38 Killed by Survivor at level 19 on the 59th Haze 122nd year of Ascendancy at 18:53 Killed by Glorulaith the skeleton master archer at level 21 on the 70th Haze 122nd year of Ascendancy at 06:13 Killed by Salolrada the xorn at level 22 on the 73rd Haze 122nd year of Ascendancy at 06:08 Killed by Salolrada the xorn at level 22 on the 73rd Haze 122nd year of Ascendancy at 08:07 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 61 (base 51) |
| Constitution | 33 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 49 (base 40) |
Resources
| Life | -52/969 |
| Stamina | 67/198 |
| Psi | 116/126 |
| Healing Factor | 1.2889294477289 |
| Regeneration | 13.469312728767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 37.316321645086 |
| See Invisible | 37.316321645086 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 41 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Acid | +3% |
| Nature | +24% |
| Temporal | +6% |
| Darkness | +3% |
| Physical | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Lightning | +15% |
| Temporal | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (48.594633868923%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 9 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 37%( 70%) |
| All | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 21% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
| Pinning Resistance | 23% |
| Poison Resistance | 42% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 481 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -340 life. The duration and life will increase by 1% for every 1% life you have lost (currently 698 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Tempestking' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Sparkmoon (45/45, 27-32 power, 2 apr)3.0 T2 shot ammo [Random Unique] Master/Psionic Power 27.0 - 32.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 45 Ranged+ +8 lightning +9 physical On Hit.r1 +4 lightning On Hit: * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 94 physical damage On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
| Light source | Earthgasher the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +5% physical On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +10 Max.HP +42.00 ---------- 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. |
| On head | Nightwrest the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +4 Cun +5 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +3% Crit.chn- 10.00% Mind.save +3 (+2 eff.) Max.HP +60.00 Poison- +20% Teleport- +10% A cap made of leather. |
| On hands | Ragorand (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Melee+ 6 acid Dmg.mod +3% acid Apr +1 ----- def ----- Armour +1 Resists +5% acid HP.reg +2.00 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. |
| Tool | Gloryra [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% temporal +6% fire Mind.save +15 (+8 eff.) Max.HP +80.00 HP.reg +4.00 Cut- +20% Fire a magical bolt dealing 113 lightning damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.39 cold and 9.57 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | copper ring 'Viperspawner'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% mind +1% physical Crit.chn- 15.00% Max.HP +21.00 Blind- +10% Disarm- +21% Pinning- +23% Knockbk- +23% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| Around neck | vitalizing steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +33.00 HP.reg +2.00 Amulets make your neck look great! |
| In main hand | steady hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +1.0% Acc +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 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 off hand | Growthspar the steel shield (0 def, 4 armour, 14-17 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Dmg.mod +3% lightning +6% temporal +12% nature Res.pen +10% temporal ----- def ----- Armour +4 Fatigue +8% Resists +20% nature Max.HP +57.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+0 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% blight +9% all Max.HP +53.00 HP.reg +2.20 Heal.mod +11% Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the titan (speed 696%; 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 696% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 481; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 481 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+5 eff.) Max.HP +24.00 Disarm- +33% Pinning- +28% Knockbk- +26% Rings make your fingers look great! |
shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [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 +8% Spell.pwr +6 (+6 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.14 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +41% Massive two-handed battleaxes. |
flaming steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
Earidurak (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Dex +2 Mag dps ---------- Dmg.mod +12% mind Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Crit.chn- 15.00% Disarm- +24% Sharp, short and deadly. |
steel dagger of phasing (11-14 power, 14 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +5.0% Atk.spd 100% Phasing +11% Sharp, short and deadly. |
balanced dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +25% Sharp, short and deadly. |
warbringer's dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] 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% While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
Emeledagavea the mossy mindstar (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Dex +8 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +17.00 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. |
hungering vined mindstar of storms (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] 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% While equipped: Stats +2 Str +3 Dex +3 Mag +1 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 lightning Dmg.mod +4% lightning Res.pen +8% lightning ----- def ----- Resists +7% lightning ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 42.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown 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. |
cured leather sling 'Lustrewedge'4.0 T2 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +4 light On Crit.r2 +8 mind While equipped: Stats +4 Str +6 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Melee Ret 8 light ----- def ----- Resists +3% temporal Mind.save +9 (+5 eff.) Max.HP +20.00 Knockbk- +20% Slings are used to hurl stones or metal shots at your foes. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% nature +10% blight A suit of armour made of leather. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
Glacierfist1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +28 (+11 eff.) Dmg.mod +12% cold Res.pen +10% physical ----- def ----- Resists +3% physical Spell.save +6 (+6 eff.) ---------- misc Stam/turn +2.00 Size +1 A belt that goes around your waist. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 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. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
Veledhevena the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +8 Mag dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 14 mind 16 darkness Acc +6 (+2 eff.) Melee Ret 4 blight On Hit (Melee): * 13% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Fatigue +3% Resists +5% light +7% darkness Phys.save +6 (+3 eff.) Mind.save -5 (-2 eff.) Disarm- +34% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 29.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Chalyduchak the hardened leather cap (5 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +13% cold ---------- misc See.Invis +6 Breathe water A cap made of leather. |
2 aquamarine0.0 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
62 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shimmerpyre (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +9% lightning Apr +6 ----- def ----- Resists +12% blight +3% lightning Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
iron torque of mindblast 'Voruba' [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Blind- +20% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 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 21 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. |
quick elm wand of shielding [power 98] (11 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Survivor the Halfling Skirmisher level 9
39th Dusk 122nd year of Ascendancy at 13:56 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Survivor the Halfling Skirmisher level 22
71st Haze 122nd year of Ascendancy at 22:53 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Survivor the Halfling Skirmisher level 19
59th Haze 122nd year of Ascendancy at 18:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Survivor the Halfling Skirmisher level 10
46th Dusk 122nd year of Ascendancy at 14:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Survivor the Halfling Skirmisher level 20
61st Haze 122nd year of Ascendancy at 21:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Survivor the Halfling Skirmisher level 18
25th Haze 122nd year of Ascendancy at 23:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Survivor the Halfling Skirmisher level 8
2nd Mirth 122nd year of Ascendancy at 10:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Survivor the Halfling Skirmisher level 16
4th Haze 122nd year of Ascendancy at 14:58 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Survivor the Halfling Skirmisher level 22
70th Haze 122nd year of Ascendancy at 20:50 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Survivor the Halfling Skirmisher level 16
78th Dusk 122nd year of Ascendancy at 02:12 see stats
Log
Survivor is no longer pinned.
Survivor is cured!
Survivor lessens the pain.
Survivor uses Infusion: Movement.
Survivor is moving at extreme speed!
Cyrawe the giant spider resists the vile poison!
Salolrada the xorn's Shoot hits Cyrawe the giant spider for 31 physical damage.
Cyrawe the giant spider uses Second Wind.
Talent Noggin Knocker is ready to use.
Deadly Poison from Salolrada the xorn hits Survivor for 12 nature damage.
Bleeding from Salolrada the xorn hits Survivor for 20 physical damage.
Survivor slows down.
Survivor stops regenerating health quickly.
Deadly Poison from Salolrada the xorn hits Survivor for 12 nature damage.
Bleeding from Salolrada the xorn hits Survivor for 20 physical damage.
Survivor is no longer evading attacks.
Deadly Poison from Salolrada the xorn hits Survivor for 12 nature damage.
Bleeding from Salolrada the xorn hits Survivor for 20 physical damage.
Poison bursts out of Survivor's corpse!
Survivor stops bleeding.
Survivor feels pain again.
Deadly Poison from Salolrada the xorn hits Survivor for 12 nature damage.
Survivor the level 22 halfling skirmisher was naturalised to death by Salolrada the xorn on level 3 of The Maze.




























































































