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Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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 1.6.7Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Summoner |
Level / Exp | 12 / 9% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 8 on the 1st Mirth 122nd year of Ascendancy at 10:54 / 24Killed by TooYoungToDie at level 8 on the 32nd Dusk 122nd year of Ascendancy at 10:13 Killed by Eismin the Invoker at level 10 on the 33rd Dusk 122nd year of Ascendancy at 13:14 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 13:55 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:01 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:18 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:21 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:40 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:53 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 14:58 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 15:25 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 15:45 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 15:56 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 16:12 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 16:40 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 16:50 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 17:25 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 17:36 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 17:54 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 18:28 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 18:43 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 19:05 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 19:24 Killed by Merneu the Bringer of Doom at level 10 on the 33rd Dusk 122nd year of Ascendancy at 20:42 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 15 (base 11) |
Constitution | 18 (base 18) |
Magic | 12 (base 10) |
Willpower | 49 (base 31) |
Cunning | 32 (base 23) |
Resources
Life | 209/248 |
Equilibrium | 38 |
Healing Factor | 1.063829787234 |
Regeneration | 0.26595744680851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.300317620788 |
See Invisible | 33.300317620788 |
Offense: Mainhand
Damage | 38 |
Accuracy | 39 |
Crit Chance | 13% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 39 |
Crit Chance | 16% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Nature | +3% |
Cold | +19% |
Mind | +6% |
Lightning | +11% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Fire | +10% |
Cold | +13% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 22 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 22%( 70%) |
Darkness | + 10%( 70%) |
Blight | + 9%( 70%) |
Cold | + 12%( 70%) |
Fire | + 24%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 10% |
Blind Resistance | 22% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Master Summoner |
talent | Psiblades |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +1 Fatigue -4% Resists +3% fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+3 eff.) Dmg.mod +11% lightning Acc +5 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 59.28 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 14 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Wil dps ---------- Mind.crit +1% Res.pen +5% physical Acc +10 (+5 eff.) ----- def ----- Defense +5 (+3 eff.) Amulets can have magical properties. |
In main hand | ![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 72% Range: 1.1x Uses 91% Wil, 54% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +22 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature Melee Ret 2 cold ----- def ----- Resists +2% blight +3% darkness Spell.save +3 (+1 eff.) Disease- +11% Cut- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold ----- def ----- Armour +4 Defense +8 (+4 eff.) Mind.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 91% Wil, 54% Cun Dmg Fire Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +33 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +8 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() 0.1 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 580% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 35.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 197 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Power 102% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +8 darkness On Hit: * 10% chance to reduce damage dealt by 22% * Create an explosion dealing 21 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% mind +7% cold Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +28% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 109% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +7% physical Acc +7 (+4 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 122% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 cold On Hit.r1 +7 fire On Crit.r2 +4 lightning On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+5 eff.) Dmg.mod +3% lightning Melee Ret 4 mind ----- def ----- Resists +3% mind Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +9 fire While equipped: dps ---------- All.spd +2% Res.pen +11% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% physical Res.pen +3% physical ----- def ----- Resists +2% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Con dps ---------- Dmg.mod +9% light Res.pen +5% light ----- def ----- Resists +3% light ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 18 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +15 (+7 eff.) Spell.pwr +19 (+11 eff.) Melee+ 27 arcane Dmg.mod +25% physical ----- def ----- Armour +8 Defense +17 (+9 eff.) ---------- misc Mana/turn +0.22 Max.mana +131.00 Max.stam +30.00 Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Spell.crit +1% Phys.pwr +5 (+3 eff.) Spell.pwr +8 (+5 eff.) Dmg.mod +10% physical Apr +1 ---------- misc Hate/m.crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Acc +10 (+5 eff.) ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +5% mind Phys.save +15 (+7 eff.) Mind.save +12 (+6 eff.) Die.at -20.00 life A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs - Massive armour training Str 35 [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +3% cold On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +11 Fatigue +22% Resists +22% lightning +6% darkness A suit of armour made of metal plates. |
![]() 3.0 T4 arrow ammo Reqs Dex 24 [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 20% Mag, 50% Str Dmg Bright light Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 287/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 110 physical damage Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature +6% fire Melee Ret 6 lightning ----- def ----- Resists +3% lightning Fire a magical bolt dealing 160 lightning damage Puts all charms on 14 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 14 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TooYoungToDie the Shalore Summoner level 10
33rd Dusk 122nd year of Ascendancy at 20:58 see stats
By TooYoungToDie the Shalore Summoner level 10
33rd Dusk 122nd year of Ascendancy at 09:07 see stats
Log
You gain 1.17 gold from the transmogrification of enveloping linen cloak of protection (7 def, 0 armour).
You gain 4.89 gold from the transmogrification of insulating pair of iron boots of speed (0 def, 3 armour).
You gain 3.03 gold from the transmogrification of swashbuckler's iron shield of mind resistance (+11%) (0 def, 2 armour, 17.5 block).
You gain 5.13 gold from the transmogrification of storm rough leather gloves of butchering (0 def, 1 armour).
You gain 3.66 gold from the transmogrification of alchemist's hardened leather gloves (0 def, 2 armour).
You are no longer encumbered.
You gain 1.85 gold from the transmogrification of rough leather cap of knowledge (0 def, 1 armour).
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
There is a Derth (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving done.
TooYoungToDie wears (replacing copper amulet of constitution (+2)): Earthen Beads.
Sold: copper amulet of constitution (+2) for 0.55 gold.
Sold: steel amulet of mastery (0.16 Wild-gift / Summoning (advanced)) for 0.68 gold.
TooYoungToDie wears (replacing Earthen Beads): Yaramalar the steel amulet.
Sold: Earthen Beads for 5.00 gold.
Sold: insulating rough leather cap of knowledge (0 def, 1 armour) for 2.03 gold.
Sold: blink rune of the warrior (range 3; phase 13; cd 18) for 2.06 gold.
Sold: Sunhash (6 def, 4 armour) for 6.93 gold.
Saving game...
Saving done.
TooYoungToDie deactivates Psiblades.
TooYoungToDie deactivates Master Summoner.