










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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. 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. 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 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Corruptor |
| Level / Exp | 21 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Glurenn the fox at level 12 on the 45th Dusk 122nd year of Ascendancy at 06:06 0 / 7Killed by skeleton mage at level 19 on the 23rd Haze 122nd year of Ascendancy at 11:25 Killed by Ivoleriakira the greater faeros at level 19 on the 23rd Haze 122nd year of Ascendancy at 14:42 Killed by Xanywe the thief at level 20 on the 34th Haze 122nd year of Ascendancy at 23:19 Killed by Ce'Natta the shadowblade at level 21 on the 35th Haze 122nd year of Ascendancy at 18:06 Killed by Ce'Natta the shadowblade at level 21 on the 35th Haze 122nd year of Ascendancy at 20:51 Killed by Ce'Natta the shadowblade at level 21 on the 35th Haze 122nd year of Ascendancy at 21:01 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 39 (base 39) |
| Magic | 59 (base 50) |
| Willpower | 34 (base 13) |
| Cunning | 20 (base 10) |
Resources
| Life | -257/531 |
| Vim | 170/257 |
| Healing Factor | 1.2162543368031 |
| Regeneration | 0.30406358420077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 6 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 21 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Temporal | +11% |
| Blight | +18% |
| Nature | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 32 |
Defense: Resistances
| Arcane | + 21%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 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: 16 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 79 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. |
| 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 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.42 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
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 have explored the Maze and vanquished the Minotaur. * 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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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.' * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Stire of Derth has completed an elixir of precision without your aid. 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 red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Daimorendil the pair of rough leather boots (18 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +5 Defense +18 (+9 eff.) Resistance +2% physical +6% fire Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | ethereal brass lantern1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +6 (+2 eff.) other ------- Light +5 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 | linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) other ------- Infravision +4 See Stealth +6 See Invis +6 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 43% and attempts to push all creatures other than yourself out of its radius, inflicting 8.66 light damage and 8.66 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| 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 19/25. 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 | psionicist's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +11 (+6 eff.) Confus Resist +20% Rings make your fingers look great! |
| On fingers | Xerassra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +6% acid Accuracy +8 (+4 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +8 (+4 eff.) other ------- Infravision +1 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Issubers (18-22 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master 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 +8% Critical power +33.00% Spellpower +12 (+4 eff.) On-Hit 20 fire Damage +18% blight +6% mind Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- See Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Main armor | woollen robe 'Kodradas' (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Critical power +10.00% Spellpower +10 (+3 eff.) Damage +11% temporal When Hit 2 temporal defense ------ Armor +3 Defense +3 (+2 eff.) Resistance +11% temporal +9% all Physical save +20 (+9 eff.) other ------- Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Adath (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% light +3% darkness Crit Resistance 15.00% Mind save +6 (+3 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of mastery (0.12 Corruption / Blight)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% lightning Stun Resist +20% other ------- Masteries +0.12 Corruption/Blight Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 296; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 239; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet of strength (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str Amulets make your neck look great! |
starlit gold amulet of willpower (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil defense ------ Resistance +12% light +18% darkness Blind Resist +26% Amulets make your neck look great! |
savior's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Manethad0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +14% lightning +12% cold On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +28% lightning +24% cold +3% darkness +5% arcane Mind save +8 (+4 eff.) Confus Resist +27% Rings make your fingers look great! |
Chamusin (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +11% Critical power +12.00% Physical Power +7 (+7 eff.) Spellpower +12 (+4 eff.) Damage +15% blight Accuracy +7 (+3 eff.) On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 20 defense ------ Defense +6 (+3 eff.) Spell save +6 (+3 eff.) other ------- Light +2 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 74.99 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. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 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 +6 (+2 eff.) Damage +15% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego] Master Weapon Damage 15.0 - 18.0 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 +11% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Nature/Master 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 +10% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Defense +7 (+4 eff.) other ------- Light +2 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 74.99 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. |
yew vilestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Normal] 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% Spellpower +9 (+3 eff.) Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of daylight (24-35 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 light Damage Against +12% Undead Massive two-handed battleaxes. |
steel battleaxe of erosion (24-36 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature Massive two-handed battleaxes. |
hateful dwarven-steel greatmaul (44-66 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +14 darkness Damage Against +7% Living Massive two-handed mauls. |
Mayylaith the dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Ignore Shields +30% On-crit, radius 2 +12 temporal On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +6% arcane When Hit 2 blight other ------- Mana/turn +0.04 Mana-on-crit +2.00 One-handed war axes. |
creative thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +15.00% Mindpower +6 (+3 eff.) 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. |
steel shield of cold resistance (+17%) (0 def, 4 armour, 13-16 power, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Master When used to Attack: Weapon Damage 13.0 - 15.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +42 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
Saluma the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +3% mind +12% fire When Hit 2 mind defense ------ Resistance +6% acid +9% blight +18% fire +15% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Aratta' (28 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Arcane While equipped: defense ------ Armor +2 Defense +28 (+14 eff.) Fatigue +6% Resistance +6% arcane +6% cold Physical save +3 (+1 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of leather. |
rejuvenating dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Nature While equipped: defense ------ Armor +11 Fatigue +22% Life +29.00 Life Regen +2.90 other ------- Stamina/turn +1.00 A suit of armour made of metal plates. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
insulating hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Resistance +7% fire +5% cold other ------- Encumbrance +30 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +5% fire +6% cold A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Growreign the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% nature +12% fire defense ------ Armor +3 Fatigue -5% Resistance +18% nature Physical save +7 (+3 eff.) other ------- Encumbrance +28 A pair of boots made of leather. |
pair of dwarven-steel boots of evasion (6 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +4 Str offense ------ Physical Power +6 (+6 eff.) When Hit: * 19 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+6 eff.) Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: * 16 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Aerytira' (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +5% arcane +12% cold Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Elurin the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Cun +5 Con offense ------ Physical Power +10 (+9 eff.) defense ------ Armor +1 Fatigue +1% Unlife -40.00 life A cap made of leather. |
Elywyn the rough leather cap (5 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +1% Physical save +10 (+5 eff.) Unlife -60.00 life Life Regen +4.00 A cap made of leather. |
rough leather cap 'Frostglory' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid +9% mind Ignore resists +5% acid defense ------ Armor +1 Fatigue +1% Resistance +11% cold other ------- Breathe water A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +6% temporal A cap made of leather. |
stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +3% Physical save +13 (+6 eff.) A cap made of leather. |
6 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. |
5 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. |
7 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. |
8 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. |
11 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. |
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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
153 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 10 fire defense ------ Resistance +6% fire 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. |
alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Noonqueen (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +5% nature +5% mind When Hit 4 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Resistance +11% nature +9% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Yuria the Higher Corruptor level 11
20th Dusk 122nd year of Ascendancy at 20:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Yuria the Higher Corruptor level 10
2nd Mirth 122nd year of Ascendancy at 09:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Yuria the Higher Corruptor level 20
32nd Haze 122nd year of Ascendancy at 23:15 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Yuria the Higher Corruptor level 18
73rd Dusk 122nd year of Ascendancy at 04:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Yuria the Higher Corruptor level 9
1st Mirth 122nd year of Ascendancy at 03:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Yuria the Higher Corruptor level 10
3rd Mirth 122nd year of Ascendancy at 00:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Yuria the Higher Corruptor level 14
53rd Dusk 122nd year of Ascendancy at 19:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Yuria the Higher Corruptor level 16
69th Dusk 122nd year of Ascendancy at 12:51 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Yuria the Higher Corruptor level 21
35th Haze 122nd year of Ascendancy at 20:51 see stats
Log
Ce'Natta the shadowblade hits Yuria for 75 darkness damage.
Ce'Natta the shadowblade loses 17 health to the entropy.
Weakness Disease from Yuria hits Ce'Natta the shadowblade for 15 blight damage.
Ce'Natta the shadowblade casts Shadowstep.
Ce'Natta the shadowblade performs a melee critical strike against Yuria!
Yuria is dazed!
Ce'Natta the shadowblade hits Yuria for 212 darkness, 26 darkness (238 total damage).
Greater Weapon Focus from Ce'Natta the shadowblade hits Yuria for 103 darkness, 18 darkness (122 total damage).
Melee retaliation hits Ce'Natta the shadowblade for 1 temporal, 1 temporal (3 total damage).
Ce'Natta the shadowblade loses 17 health to the entropy.
Ce'Natta the shadowblade is free from the weakness disease.
LIFE LOST WARNING!
Yuria casts Bone Grab.
Ce'Natta the shadowblade is pinned by a bone spike.
Ce'Natta the shadowblade resists being teleported by Bone Grab!
Ce'Natta the shadowblade uses Block.
Yuria is not dazed anymore.
Rift Cutter hits Yuria for 66 temporal damage.
Yuria hits Ce'Natta the shadowblade for 9 physical damage.
Ce'Natta the shadowblade loses 17 health to the entropy.
Ce'Natta the shadowblade casts Netherblast.
Yuria returns to normal.
Talent Born into Magic is ready to use.
Talent Dark Portal is ready to use.
Ce'Natta the shadowblade's Netherblast hits Yuria for 79 temporal damage.
Yuria the level 21 higher corruptor was timewarped to death by Ce'Natta the shadowblade on level 2 of The Maze.
Ce'Natta the shadowblade prepares for the next kill!









































































































