










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official 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:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.7.3Donators/Buyers bonus! 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. Embers of Rage 1.7.3Official 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:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 22 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by copperhead snake at level 16 on the 69th Dusk 122nd year of Ascendancy at 15:55 0 / 6Killed by ritch flamespitter at level 17 on the 71st Dusk 122nd year of Ascendancy at 19:00 Killed by Xodhera the gigantic gravity worm at level 19 on the 46th Haze 122nd year of Ascendancy at 17:46 Killed by corrupted gigantic sandworm tunneler at level 20 on the 48th Haze 122nd year of Ascendancy at 03:11 Killed by Xeraba the gigantic corrosive tunneler at level 20 on the 48th Haze 122nd year of Ascendancy at 17:11 Killed by Ce'Nigatira the assassin at level 22 on the 1st Wintertide 123rd year of Ascendancy at 10:33 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 36 (base 29) |
| Magic | 65 (base 51) |
| Willpower | 37 (base 27) |
| Cunning | 13 (base 11) |
Resources
| Life | -189/478 |
| Mana | 227/402 |
| Healing Factor | 1.4079202340232 |
| Regeneration | 0.3519800585058 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 29 |
| Crit Chance | 4% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +5% |
| Arcane | +15% |
| Cold | +10% |
| All | 0% |
| Lightning | +6% |
| Light | +12% |
| Fire | +18% |
| Physical | +3% |
Offense: Damage Penetration
| Lightning | +20% |
| Cold | +8% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 5 |
| Physical Save | 21 |
| Spell Save | 36 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 32%( 70%) |
| Arcane | + 25%( 70%) |
| Mind | + 17%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 50% |
| Silence Resistance | 24% |
| Knockback Resistance | 61% |
| Pinning Resistance | 47% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 129 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1019% for 10 turns (101 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gyneg the Lightningire (25 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +20% lightning Accuracy +5 (+2 eff.) defense ------ Armor +7 Defense +25 (+8 eff.) Resistance +3% mind +3% lightning other ------- Infravision +2 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Life +45.00 Healmod +11% other ------- 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 | Yaraleg the Sunresolve (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +2% Damage +5% blight +6% arcane +12% light When Hit 2 arcane defense ------ Armor +3 Fatigue +5% Resistance +6% light +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | wizard's steel ring of arcana (+0.11/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Silence Resist +24% other ------- Mana/turn +0.11 Rings make your fingers look great! |
| On fingers | Layorin0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag defense ------ Life +43.00 Disease Resist +10% Disarm Resist +20% Pinning Resist +20% Knockbk Resist +33% other ------- See Invis +9 Rings make your fingers look great! |
| Around waist | Gogokan the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +12% acid +9% arcane Ignore resists +25% arcane defense ------ Resistance +3% acid other ------- Mana/turn +0.16 Max mana +20.00 A belt that goes around your waist. |
| In main hand | potent ash vilestaff of channeling (18-22 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +19 (+6 eff.) Damage +18% fire other ------- Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Mind save +5 (+2 eff.) Life +40.00 Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | cashmere cloak 'Tulogas' (22 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +4 Con offense ------ Physical Power +10 (+5 eff.) Damage +3% physical Accuracy +15 (+7 eff.) defense ------ Defense +22 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Mardorand'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+5 eff.) defense ------ Resistance +6% acid +13% temporal Unlife -20.00 life Healmod +10% Cut Resist +50% Pinning Resist +27% Knockbk Resist +28% Heal: Puts all charms on 35 cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
mindweaver's copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag offense ------ Mindpower +6 (+3 eff.) Spellpower/crit +3 defense ------ Mind save +7 (+3 eff.) Confus Resist +11% other ------- Mana/turn +0.13 Max mana +20.00 Amulets make your neck look great! |
steel amulet 'Turedin'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil offense ------ Accuracy +5 (+2 eff.) When Hit 2 blight defense ------ Resistance +15% darkness +10% mind +11% light Blind Resist +27% Confus Resist +20% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% acid defense ------ Defense +6 (+2 eff.) Resistance +22% acid Rings make your fingers look great! |
rogue's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% fire defense ------ Defense +4 (+1 eff.) Resistance +22% fire Rings make your fingers look great! |
rogue's copper ring of light (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% light defense ------ Defense +4 (+1 eff.) Resistance +20% light Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
yew magestaff 'Hylathachik' (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +22.00% Spellpower +14 (+5 eff.) Spellpower/crit +4 On-Hit 23 fire Damage +15% arcane +20% fire Ignore resists +10% fire Ignore Shields +20% other ------- Mana-on-crit +2.00 See Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
pouch of iron shots 'Flashstone' (14/14, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 On-ranged-hit +16 light +10 cold +12 mind On-Hit, radius 1 +16 mind +8 temporal On-crit, radius 2 +6 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
Lisessra the woollen robe (10 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +7 Con offense ------ Physical Power +15 (+7 eff.) Damage +12% nature defense ------ Defense +10 (+3 eff.) Resistance +9% all Unlife -40.00 life Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frozenwilter the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Critical power +13.00% Spellpower +4 (+1 eff.) Damage +7% arcane +12% temporal Ignore resists +7% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +9% blight +9% cold other ------- Max mana +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chodrathel the cashmere cloak (2 def, 10 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +6% blight +16% cold Unlife -40.00 life Poison Resist +10% Cut Resist +10% Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivann (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +16 (+5 eff.) Resistance +6% lightning +6% temporal Blind Resist +10% A pointy cloth hat, very wizardly... |
Strikeveil (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid +9% nature Ignore resists +5% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce armor by 35% defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +6% cold other ------- Breathe water A cap made of leather. |
4 agate0.0 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
3 ametrine0.0 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. |
4 citrine0.0 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. |
4 zircon0.0 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. |
4 aquamarine0.0 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. |
2 opal0.0 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
222 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Harulathaldir the Brightwind [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% mind Ignore resists +5% mind +20% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +3% fire Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Haravor [power 165] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +7 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Crit Resistance 15.00% Fire a magical bolt dealing 185 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Beam Queen the Higher Archmage level 14
61st Dusk 122nd year of Ascendancy at 06:29 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Beam Queen the Higher Archmage level 10
3rd Mirth 122nd year of Ascendancy at 16:09 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Beam Queen the Higher Archmage level 20
47th Haze 122nd year of Ascendancy at 07:26 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Beam Queen the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 11:01 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Beam Queen the Higher Archmage level 19
15th Haze 122nd year of Ascendancy at 09:29 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Beam Queen the Higher Archmage level 20
47th Haze 122nd year of Ascendancy at 19:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Beam Queen the Higher Archmage level 9
3rd Mirth 122nd year of Ascendancy at 04:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Beam Queen the Higher Archmage level 16
69th Dusk 122nd year of Ascendancy at 16:52 see stats
Log
Beam Queen receives 72 healing from Temporal Restoration Field.
Ce'Nigatira the assassin's Shoot misses Beam Queen.
Ce'Nolle the great wolf has shrugged off 28 damage and is ready for more.
Ce'Nolle the great wolf stops burning.
Ce'Nolle the great wolf howls
Ce'Nigatira the assassin shoots!
Beam Queen's arcane area effect hits Ce'Nolle the great wolf for (14 rampage shugs off), 0 arcane (0 total damage).
The fabric of time around Beam Queen returns to normal.
Your shield crumbles under the damage!
The shield around Beam Queen crumbles.
Ce'Nolle the great wolf hits Beam Queen for (87 absorbed), 31 physical, 6 darkness (37 total damage).
Melee retaliation hits Ce'Nolle the great wolf for (13 rampage shugs off), 0 cold, (3 rampage shugs off), 0 arcane (0 total damage).
Ce'Nolle the great wolf has shrugged off 30 damage and is ready for more.
Ce'Nigatira the assassin shoots!
Ce'Nolle the great wolf uses Knockback.
Beam Queen resists the knockback!
LIFE LOST WARNING!
Ce'Nolle the great wolf hits Beam Queen for 279 physical, 6 darkness (285 total damage).
Melee retaliation hits Ce'Nolle the great wolf for (13 rampage shugs off), 0 cold, (3 rampage shugs off), 0 arcane (0 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Beam Queen is confused and fails to use Arcane Reconstruction.
Beam Queen's arcane area effect hits Ce'Nolle the great wolf for (14 rampage shugs off), 0 arcane (0 total damage).
Beam Queen's aura of power vanishes.
Beam Queen is no longer being stalked by Ce'Nolle the great wolf.
Ce'Nigatira the assassin's Shoot hits Beam Queen for 83 physical damage.
Beam Queen the level 22 higher archmage was crushed to death by Ce'Nigatira the assassin on level 3 of The Maze.

































































































