










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.5.10This 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Reaver |
| Level / Exp | 14 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Emylle the vampire at level 13 on the 65th Dusk 122nd year of Ascendancy at 22:43 1 / 4Killed by enthralled slave at level 13 on the 63rd Haze 122nd year of Ascendancy at 10:30 Killed by Voroldassra the minotaur at level 14 on the 11st Regrowth 123rd year of Ascendancy at 22:20 Killed by Voroldassra the minotaur at level 14 on the 11st Regrowth 123rd year of Ascendancy at 22:31 |
Primary Stats
| Strength | 43 (base 35) |
| Dexterity | 13 (base 11) |
| Constitution | 14 (base 10) |
| Magic | 38 (base 32) |
| Willpower | 15 (base 10) |
| Cunning | 24 (base 13) |
Resources
| Life | 390/390 |
| Vim | 122/122 |
| Healing Factor | 1.4326086956522 |
| Regeneration | 0.35815217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 21 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 21 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 31.317011280365 (73.452380952381%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 17 |
| Physical Save | 27 |
| Spell Save | 25 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 144 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Infestation |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed skeleton mage skull. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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.' * '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.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of wight ectoplasm. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 'Nightguile' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +3 Fatigue -2% Resists +12% darkness +3% mind Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | catburglar's iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings can have magical properties. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | chilling steel longsword of crippling (13.5-18.9 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 cold On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming iron longsword of paradox (11-15.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 temporal On Hit.r1 +6 fire While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
| Cloak | thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mardutir the steel mail armour (2 def, 12 armour)14.0 T2 heavy armor [Random Unique] Master While equipped: dps ---------- S.pwr/crit +8 ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +14% Resists +15% fire +6% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
movement infusion of the titan (415% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
regeneration infusion of the wizard (heal 215 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
biting gale rune of the sneak (66 cold damage; freeze 3 turns with power 37)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 65.57 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 37 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 126 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 126 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +21% Amulets can have magical properties. |
rogue's copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 19.0 - 24.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
hateful steel greatmaul of erosion (25-37.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 temporal +9 nature +10 darkness Against +7% Living Massive two-handed mauls. |
insidious steel greatsword (26.5-42.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +19 insidious poison Massive two-handed swords. |
steel greatsword of the mystic (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +12 (+6 eff.) Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
acidic iron mace of massacre (18-25.2 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Blunt and deadly. |
horrifying thorny mindstar of slime (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt/Psionic Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% mind +2% darkness +3% nature Melee Ret 4 darkness 4 mind On Melee Ret: * Slows global speed by 3% 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. |
cruel ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of warding (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +7 Hardiness +3% Defense +5 (+5 eff.) Phys.save +3 (+1 eff.) ---------- misc Wards +2 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm vilestaff of illumination (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +10% acid On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 69.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
insidious iron waraxe of massacre (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 insidious poison One-handed war axes. |
iron waraxe of erosion (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature +5 temporal One-handed war axes. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +7 (+7 eff.) Fatigue -2% Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +10% temporal Spell.save +7 (+4 eff.) Def/telep +10 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Taintbreacher the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +3% lightning Res.pen +20% nature Melee Ret 8 lightning 4 nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+2 eff.) Resists +21% nature A pointy cloth hat, very wizardly... |
linen wizard hat 'Bosus' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +1 (+1 eff.) Resists +18% darkness ---------- misc Infravis +1 See.Invis +6 A pointy cloth hat, very wizardly... |
shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Spell.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened steel mail armour (2 def, 12 armour)14.0 T2 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +14% Resists +5% acid +5% physical +7% cold +6% lightning +6% fire A suit of armour made of mail. |
spiked iron plate armour of clarity (3 def, 7 armour)17.0 T1 massive armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +5% mind Mind.save +11 (+9 eff.) A suit of armour made of metal plates. |
spiked steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% A suit of armour made of metal plates. |
flaming steel shield (6 def, 2 armour, 40 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 10 fire ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 42 block)7.0 T2 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 100.12 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
iron torque of charged psionic shield 'Yvithra' [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% blight ----- def ----- Resists +6% nature Mind.save +3 (+3 eff.) Blind- +10% Stun/Frz- +5% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 26] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Blindwill' [power 39] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Resists +12% light ---------- misc See.Invis +6 Telepathy Demon/Minor Demon/Major Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
2 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thog the Ogre Reaver level 13
28th Haze 122nd year of Ascendancy at 04:20 see stats
Level 10
Got a character to level 10.By Thog the Ogre Reaver level 10
9th Flare 122nd year of Ascendancy at 17:01 see stats
The Arena
Unlocked Arena mode.By Thog the Ogre Reaver level 5
3rd Mirth 122nd year of Ascendancy at 06:32 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thog the Ogre Reaver level 13
64th Haze 122nd year of Ascendancy at 02:28 see stats
The secret city
Discovered the truth about mages.By Thog the Ogre Reaver level 9
5th Flare 122nd year of Ascendancy at 13:58 see stats
Log
Thog misses Voroldassra the minotaur.
Carrion worm mass's wormblight area effect hits Thog for 13 blight damage.
Carrion worm mass's wormblight area effect hits Voroldassra the minotaur for 14 blight damage.
Carrion worm mass's wormblight area effect hits Voroldassra the minotaur for 15 blight damage.
Carrion worm mass's wormblight area effect hits Thog for 14 blight damage.
Voroldassra the minotaur uses Dual Strike.
Thog is stunned!
Thog hits Voroldassra the minotaur for 4 temporal, 1 temporal (6 total damage).
Voroldassra the minotaur hits Thog for 15 physical, 8 acid, 7 temporal, 4 nature, 10 darkness, 17 physical, 6 blight (67 total damage).
Thog the level 14 ogre reaver was tainted to death by Voroldassra the minotaur on level 1 of The Maze.
You have 1 life(s) left.
Thog is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Voroldassra the minotaur killed Thog!
Saving done.
Resting starts...
Talent Drain is ready to use.
Talent Vitality is ready to use.
Talent Dig is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rend is ready to use.
Talent Infestation is ready to use.
Thog activates Infestation.
Talent Worm Walk is ready to use.
Talent Blood Lock is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Thog deactivates Infestation.


































































































