









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 | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 21 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by 3-headed hydra at level 15 on the 25th Haze 122nd year of Ascendancy at 03:58 0 / 7Killed by Xeruvea the red crystal at level 18 on the 52nd Haze 122nd year of Ascendancy at 17:47 Killed by Emelyserin the skeleton warrior at level 20 on the 72nd Haze 122nd year of Ascendancy at 05:45 Killed by Velitira the bone giant at level 20 on the 72nd Haze 122nd year of Ascendancy at 22:43 Killed by Mayywyn the skeleton magus at level 20 on the 73rd Haze 122nd year of Ascendancy at 07:06 Killed by Neremira the brown bear at level 20 on the 2nd Decay 122nd year of Ascendancy at 05:09 Killed by Gloreleta the war bear at level 21 on the 4th Decay 122nd year of Ascendancy at 05:52 |
Primary Stats
| Strength | 54 (base 26) |
| Dexterity | 29 (base 10) |
| Constitution | 23 (base 13) |
| Magic | 55 (base 34) |
| Willpower | 20 (base 10) |
| Cunning | 58 (base 42) |
Resources
| Life | -374/580 |
| Mana | 203/333 |
| Stamina | 140/198 |
| Healing Factor | 1.2099022211821 |
| Regeneration | 0.30247555529553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 11 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 36 |
| Crit Chance | 44% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Physical | +13% |
| Darkness | +3% |
| Blight | +9% |
| Arcane | +6% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +20% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 29.5 (43.579428603723%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 16 |
| Physical Save | 38 |
| Spell Save | 42 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Lightning | + 25%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 75 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 86 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 1051% for 10 turns (13 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 199.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 222 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 orc heart. * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. | 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 within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Baluhir the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% acid defense ------ Armor +4 Fatigue +3% Resistance +3% acid Spell save +15 (+5 eff.) Unlife -60.00 life Life +40.00 other ------- Stamina/turn +0.60 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Areritha1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +10 (+3 eff.) Damage +3% physical defense ------ Mind save +7 (+3 eff.) Unlife -80.00 life other ------- Light +4 See Stealth +11 See Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Darkwitch (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun offense ------ Damage +3% darkness Accuracy +3 (+1 eff.) defense ------ Defense +5 (+3 eff.) Resistance +3% acid Unlife -80.00 life Healmod +10% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Yarifast the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +9 (+4 eff.) Ignore Armor +2 defense ------ Crit Resistance 15.00% Physical save +12 (+5 eff.) other ------- Infravision +2 Rings make your fingers look great! |
| On fingers | savior's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +10 (+4 eff.) 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 | voratun greatmaul 'Deluthel' (81-122 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Master Weapon Damage 81.0 - 121.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Physical Crit +23.0% Critical power +54.00% Spellpower/crit +8 Damage +6% arcane +9% blight Ignore Armor +28 Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets 'Aerakalthosus' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Mag offense ------ Critical power +15.00% Physical Power +11 (+3 eff.) Ignore resists +25% mind +5% blight defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable steel mail armour of resilience (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Life +20.00 A suit of armour made of mail. |
| Cloak | Lustreoracle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ When Hit 2 light On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Defense +1 (+1 eff.) Resistance +3% light +6% darkness Spell save +6 (+2 eff.) other ------- Max mana +42.00 Light +2 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 of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.12 Max mana +21.00 Amulets make your neck look great! |
Inventory
blink rune of the duelist (range 5; phase 16; cd 19)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Urador'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Fatigue -5% Resistance +15% acid +3% fire Spell save +3 (+1 eff.) Life Regen +2.00 Poison Resist +10% Confus Resist +10% Amulets make your neck look great! |
Analekhad the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Resistance +6% blight +1% physical +3% fire Unlife -20.00 life Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
Iceguile the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +2 Con offense ------ Damage +6% cold Accuracy +4 (+2 eff.) defense ------ Resistance +9% cold other ------- See Invis +3 Rings make your fingers look great! |
marksman's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% lightning Accuracy +4 (+2 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
potent ash magestaff of might (18-22 power, 3 apr, cold 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 +9% Spellpower +9 (+3 eff.) Damage +18% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Neruthra the Plaguewalker (24-29 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 24.0 - 28.8 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: Stats +5 Dex +2 Con offense ------ Spell Crit +3% Critical power +27.00% Spellpower +19 (+7 eff.) On-Hit 21 fire Damage +24% lightning defense ------ Armor +8 Hardiness +6% Resistance +3% nature Physical save +3 (+2 eff.) other ------- Infravision +2 See Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Ego] 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% Spellpower +9 (+3 eff.) Damage +20% fire other ------- Mana/turn +0.13 Max mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloudquench (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +4 mind +20 fire While equipped: offense ------ Damage +3% mind Ignore resists +25% lightning +10% physical Accuracy +16 (+6 eff.) Ignore Armor +10 Massive two-handed mauls. |
iron greatsword of massacre (28-45 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
flaming steel greatsword (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed swords. |
flaming steel greatsword of massacre (33-53 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 fire Massive two-handed swords. |
Urirain (40-64 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 40.0 - 64.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +15% acid Accuracy +10 (+4 eff.) When Hit 4 acid On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Defense +12 (+6 eff.) Resistance +12% mind Disarm Resist +38% Massive two-handed swords. |
Stormoracle (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Str +4 Dex offense ------ Damage +6% cold When Hit 10 lightning One-handed war axes. |
flaming steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire One-handed war axes. |
slime-covered steel waraxe of erosion (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Disrupt Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature On Hit: * 8% chance to slow global speed by 48% One-handed war axes. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil defense ------ Resistance +10% blight +11% all Life +40.00 Life Regen +1.70 Healmod +18% other ------- Mana/turn +0.16 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Muckream the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +3% cold +12% nature +15% fire Ignore resists +5% cold On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +18% lightning A suit of armour made of leather. |
marauder's cured leather armour (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +3 Str +5 Dex defense ------ Armor +4 Defense +9 (+5 eff.) Fatigue +7% Physical save +7 (+3 eff.) A suit of armour made of leather. |
nightruned rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% light +6% darkness Physical save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Scaldrigor'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Mindpower +3 (+1 eff.) Damage +9% fire When Hit 4 fire defense ------ Physical save +6 (+3 eff.) other ------- Max psi +10.00 A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Mind 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. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 +6% 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 +0.40 Max stamina +10.00 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) 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. |
polar rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 6 cold Damage +3% arcane +3% cold defense ------ Armor +1 Resistance +5% cold Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branoregodunandur the Noonmire (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Cun offense ------ Damage +3% mind When Hit 2 mind defense ------ Armor +2 Fatigue +3% Resistance +9% acid +9% cold Physical save +9 (+4 eff.) other ------- Light +3 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Blizzardglory' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) Damage +6% cold defense ------ Armor +3 Fatigue +1% Resistance +3% light Crit Resistance 5.00% Mind save +3 (+1 eff.) Life +60.00 A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emeludhewen the Lightninghunt (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +1 Con offense ------ Damage +15% lightning Ignore resists +10% lightning defense ------ Armor +4 Fatigue +4% Resistance +7% acid +10% fire +8% lightning +7% cold Physical save +9 (+4 eff.) Mind save +6 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 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. |
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. |
5 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. |
4 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning 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. |
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. |
221 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. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+2 eff.) Healmod +13% 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Leg-Arc-Smith the Skeleton Arcane Blade level 11
40th Dusk 122nd year of Ascendancy at 06:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Leg-Arc-Smith the Skeleton Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 01:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Leg-Arc-Smith the Skeleton Arcane Blade level 20
71st Haze 122nd year of Ascendancy at 19:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Leg-Arc-Smith the Skeleton Arcane Blade level 20
1st Decay 122nd year of Ascendancy at 20:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Leg-Arc-Smith the Skeleton Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 08:58 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Leg-Arc-Smith the Skeleton Arcane Blade level 9
9th Mirth 122nd year of Ascendancy at 02:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Leg-Arc-Smith the Skeleton Arcane Blade level 11
5th Flare 122nd year of Ascendancy at 05:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Leg-Arc-Smith the Skeleton Arcane Blade level 20
72nd Haze 122nd year of Ascendancy at 20:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Leg-Arc-Smith the Skeleton Arcane Blade level 14
21st Haze 122nd year of Ascendancy at 16:43 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Leg-Arc-Smith the Skeleton Arcane Blade level 20
2nd Decay 122nd year of Ascendancy at 05:09 see stats
Log
Gloreleta the war bear throws Leg-Arc-Smith to the ground!
Gloreleta the war bear uses Disarm.
Leg-Arc-Smith is disarmed!
Gloreleta the war bear hits Leg-Arc-Smith for 192 physical, 83 physical (275 total damage).
Melee retaliation hits Gloreleta the war bear for (2 flat reduction), 0 light, (2 flat reduction), 0 light (0 total damage).
Leg-Arc-Smith hits Gloreleta the war bear for (12 flat reduction), 108 arcane, (5 flat reduction), 0 lightning, (10 flat reduction), 0 fire (108 total damage).
Gloreleta the war bear raises their leg and snaps it downward in a devastating axe kick.
Gloreleta the war bear performs a melee critical strike against Leg-Arc-Smith!
Leg-Arc-Smith's brain isn't quite working right!
Melee retaliation hits Gloreleta the war bear for (2 flat reduction), 0 light (0 total damage).
Gloreleta the war bear hits Leg-Arc-Smith for 440 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Leg-Arc-Smith casts Rune: Shatter Afflictions.
Leg-Arc-Smith rearms.
A shield forms around Leg-Arc-Smith.
Leg-Arc-Smith casts Rune: Acid Wave.
Leg-Arc-Smith fails to use Phase Door.
Gloreleta the war bear isn't moving as defensively anymore.
Gloreleta the war bear lashes out with a flurry of fists.
Your shield crumbles under the damage!
The shield around Leg-Arc-Smith crumbles.
Melee retaliation hits Gloreleta the war bear for (2 flat reduction), 0 light, (2 flat reduction), 0 light, (2 flat reduction), 0 light (0 total damage).
Gloreleta the war bear hits Leg-Arc-Smith for (113 absorbed), 36 physical, 189 physical (225 total damage).
Leg-Arc-Smith the level 21 skeleton arcane blade was disembowelled to death by Gloreleta the war bear on level 3 of Old Forest.






































































































