
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Possessor Bonus Class 1.7.4Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 14 / 6% |
Size | medium |
Lifes / Deaths | Killed by giant venus flytrap at level 7 on the 76th Pyre 122nd year of Ascendancy at 10:30 0 / 6Killed by green jelly at level 11 on the 74th Dusk 122nd year of Ascendancy at 14:32 Killed by Wrathroot at level 12 on the 75th Dusk 122nd year of Ascendancy at 04:40 Killed by radiant horror at level 13 on the 29th Regrowth 123rd year of Ascendancy at 23:33 Killed by Vorugath the poison ooze at level 14 on the 38th Regrowth 123rd year of Ascendancy at 17:31 Killed by Oboromaru at level 14 on the 38th Regrowth 123rd year of Ascendancy at 18:06 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 42 (base 38) |
Constitution | 10 (base 10) |
Magic | 20 (base 16) |
Willpower | 10 (base 10) |
Cunning | 35 (base 27) |
Resources
Life | 289/289 |
Mana | 198/198 |
Stamina | 139/139 |
Healing Factor | 1.4 |
Regeneration | 1.75 |
Speed
Mental | +3.5971225997855E-12% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | +3.5971225997855E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 46.508560162218 |
See Invisible | 38.508560162218 |
Offense: Mainhand
Damage | 42 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 8% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +10% |
Cold | +10% |
Mind | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 17 |
Mental Save | 15 |
Defense: Resistances
Acid | + 3%( 70%) |
Physical | + 15%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Light | + 33%( 70%) |
Temporal | + 6%( 70%) |
Fire | + 13%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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. |
Class Talents
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
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 defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 skeleton mage skull. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +3% acid Physical save +6 (+6 eff.) Life +20.00 Healmod +20% other ------- Encumbrance +20 A pair of boots made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 fire Damage +3% fire Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +7% fire 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.31 to 75.94 lightning damage (50.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 107.10 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. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +2 Mag offense ------ Spellpower +15 (+7 eff.) defense ------ Resistance +6% fire Spell save +3 (+3 eff.) other ------- Mana/turn +0.08 Max mana +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+3 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +8 See Invisibility +10 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 14 defense ------ Resistance +6% temporal +3% mind +3% light Life Regen +1.00 Healmod +10% A belt that goes around your waist. |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +6% Living While equipped: Stats +1 Str offense ------ Ignore resists +10% light Accuracy +15 (+5 eff.) When Hit 2 darkness Sharp, short and deadly. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 36.92 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 35 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +24% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Normal] Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Disrupt Weapon Damage 20.5 - 32.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 nature On Hit: * 10% chance to slow global speed by 39% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +3 (+3 eff.) Healmod +12% Heal-on-summon +15 other ------- 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. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +20% fire Ignore resists +10% acid When Hit 6 acid defense ------ Defense +7 (+4 eff.) Resistance +3% blight +3% cold Spell save +12 (+7 eff.) Teleport Resist +20% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 84.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +1 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +15% light other ------- Max mana +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +10.00% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% arcane other ------- Mana/turn +0.12 Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+4 eff.) Damage +9% cold +23% darkness +3% nature Ignore resists +5% darkness +5% nature On-Hit (Melee): * 20% chance to slow global speed by 39% * 10% chance to reduce damage dealt by 12% defense ------ Defense +5 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 62.54 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. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +10% mind defense ------ Resistance +10% mind +9% all Mind save +16 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +8 Dex +3 Cun +7 Lck defense ------ Armor +7 Mind save +12 (+8 eff.) Stealth +8 Unlife -60.00 life Disease Resist +10% Cut Resist +10% other ------- Infravision +2 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Rare] Psionic While equipped: Stats +3 Str +3 Dex offense ------ Damage +9% nature defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +9% mind Mind save +13 (+9 eff.) other ------- See Invisibility +3 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +11 (+8 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Master While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +8% Resistance +17% acid +1% physical Mind save +12 (+8 eff.) Confus Resist +20% Stun Resist +10% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Damage +9% cold Ignore resists +20% cold When Hit 6 fire defense ------ Armor +12 Defense +9 (+5 eff.) Fatigue +8% Resistance +16% physical +24% fire +9% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +16% temporal A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +10% arcane other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Psionic Weapon Damage 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+3 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+3 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance 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. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Master/Psionic Weapon Damage 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% acid +18% fire Ignore resists +25% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 54 lightning damage and will be dazed for 1 turn (272 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Oboromaru the Cornac Shadowblade level 10
46th Dusk 122nd year of Ascendancy at 14:28 see stats
By Oboromaru the Cornac Shadowblade level 10
46th Dusk 122nd year of Ascendancy at 14:26 see stats
By Oboromaru the Cornac Shadowblade level 7
77th Pyre 122nd year of Ascendancy at 12:17 see stats
By Oboromaru the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 18:04 see stats
By Oboromaru the Cornac Shadowblade level 13
46th Haze 122nd year of Ascendancy at 14:28 see stats
By Oboromaru the Cornac Shadowblade level 14
38th Regrowth 123rd year of Ascendancy at 18:06 see stats
Log
Melee retaliation hits Iceblock for 2 darkness, 2 darkness (2 total damage).
Oboromaru hits Iceblock for 27 physical, 4 fire, 11 arcane, 13 darkness, 19 physical, 4 darkness, 4 fire, 7 arcane, 13 darkness (99 total damage).
The unstable sand tunnel collapses!
Your time shield crumbles under the damage!
The fabric of time around Oboromaru stabilizes to normal.
The powerful time-altering energies generate a restoration field on Oboromaru.
Your shield crumbles under the damage!
The shield around Oboromaru crumbles.
Vorugath the poison ooze uses Thermal Strike.
Vorugath the poison ooze hits Oboromaru for (37 to ice), 56 cold, (5 to ice), 8 physical, (28 to ice), 42 cold (106 total damage).
Vorugath the poison ooze's Beyond the Flesh hits Oboromaru for (12 to time), (45 absorbed), 0 physical, (5 absorbed), (3 to ice), 5 physical (5 total damage).
Melee retaliation hits Iceblock for 1 darkness, 1 darkness (2 total damage).
Oboromaru the level 14 cornac shadowblade was chilled to death by Vorugath the poison ooze on level 1 of Sandworm lair.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Vorugath the poison ooze's Beyond the Flesh killed Oboromaru!
Saving game...
Resting starts...
Talent Shadow Combat is ready to use.
Talent Shadow Feed is ready to use.
Talent Expose Weakness is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Temporal Shield is ready to use.
Talent Rune: Shielding is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!