










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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Archmage |
Level / Exp | 30 / 26% |
Size | medium |
Lifes / Deaths | Killed by bandit lord at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:02 0 / 8Killed by Bill the Stone Troll at level 11 on the 9th Mirth 122nd year of Ascendancy at 01:22 Killed by Bill the Stone Troll at level 11 on the 9th Mirth 122nd year of Ascendancy at 02:58 Killed by snow giant boulder thrower at level 21 on the 72nd Dusk 122nd year of Ascendancy at 13:56 Killed by Velytha the dredge at level 23 on the 75th Dusk 122nd year of Ascendancy at 17:59 Killed by Eilinora the xaren at level 26 on the 3rd Haze 122nd year of Ascendancy at 18:58 Killed by luminous horror at level 30 on the 36th Haze 122nd year of Ascendancy at 04:24 Killed by Vorydhewen the worm that walks at level 30 on the 36th Haze 122nd year of Ascendancy at 11:56 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 35 (base 11) |
Magic | 80 (base 60) |
Willpower | 77 (base 60) |
Cunning | 26 (base 11) |
Resources
Life | -59/601 |
Mana | 483/734 |
Healing Factor | 1.4316660017318 |
Regeneration | 20.258073924505 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 40 |
Accuracy | 17 |
Crit Chance | 9% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Acid | +28% |
Light | +23% |
Temporal | +9% |
Cold | +32% |
Physical | +18% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Cold | +45% |
Lightning | +45% |
Light | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 16 (33%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 43 |
Mental Save | 41 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 29%( 70%) |
Physical | + 30%( 70%) |
Cold | + 44%( 70%) |
All | + 19%( 70%) |
Darkness | + 24%( 70%) |
Light | + 61%( 70%) |
Fire | + 28%( 70%) |
Lightning | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 74% |
Confusion Resistance | 25% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
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 292 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 1258% for 10 turns (176 total) and instantly restoring 63 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +20 (+10 eff.) Melee Ret 4 physical ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +20% lightning +5% cold Melee Ret 2 cold ----- def ----- Resists +3% lightning ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Mana/turn +0.90 Mana/ret +0.90 Max.mana +49.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +18% acid Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Resists +6% acid +12% cold Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 5 physical Ranged+ 7 physical Dmg.mod +12% fire +12% light +9% temporal Melee Ret 2 fire On Hit (Melee): * 12% chance to reduce all saves and defense by 28 On Hit (Ranged): * 10% chance to reduce all saves and defense by 28 ----- def ----- Resists +24% light ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Dex +1 Wil +4 Con ----- def ----- Resists +3% blight Crit.dmg- 5.00% Spell.save +10 (+3 eff.) Max.HP +106.00 HP.reg +8.00 Heal.mod +13% Disarm- +40% Pinning- +23% Knockbk- +29% ---------- misc Max.stam +26.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature +5% cold Melee Ret 8 darkness 4 cold ----- def ----- Resists +6% darkness HP.reg +0.90 Heal.mod +11% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +25% lightning ----- def ----- Armour +6 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Melee+ 10 physical Dmg.mod +7% physical Res.pen +5% light +10% cold ----- def ----- Armour +9 Resists +12% light +9% cold Phys.save +22 (+9 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +5.00 Disarm- +34% ---------- misc Stam/turn +1.00 Max.stam +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +2 Mag +6 Con dps ---------- Dmg.mod +10% acid +11% physical +6% fire +11% cold Melee Ret 4 nature ----- def ----- Resists +12% acid +14% physical +10% cold +11% fire +9% all Crit.dmg- 10.00% ---------- misc Light +3 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +6% Dmg.mod +6% cold Res.pen +10% lightning +25% cold Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Defense +2 (+2 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 | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +2 Wil +4 Cun dps ---------- Crit.mult +22.00% Spell.pwr +10 (+3 eff.) Mind.pwr +7 (+3 eff.) Acc +6 (+4 eff.) Apr +14 Melee Ret 4 fire ----- def ----- Mind.save +8 (+3 eff.) Confus- +15% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 499.22 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1281% for 10 turns (179 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil dps ---------- Dmg.mod +12% darkness Res.pen +25% blight +10% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% blight +6% temporal Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+4 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +20 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +27% temporal Res.pen +10% all Acc +16 (+9 eff.) Apr +9 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +2.0% Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid +12% physical Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +8 (+8 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 114.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) Dmg.mod +20% lightning +9% fire +6% cold Res.pen +25% cold +25% darkness +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 23% ---------- misc Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% temporal Affinity +20% temporal Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +3% arcane Res.pen +15% darkness ----- def ----- Resists +15% darkness +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.11 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% lightning ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Steampwr +8 (+4 eff.) Dmg.mod +8% physical Acc +7 (+4 eff.) ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 96 damage One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +6% acid +6% fire +6% lightning +6% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight +12% arcane ----- def ----- Resists +12% blight +7% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +13% all Max.HP +40.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +2 Con ----- def ----- Armour +7 Phys.save +23 (+9 eff.) Spell.save +6 (+2 eff.) Mind.save +15 (+5 eff.) Max.HP +43.00 Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 10 cold Dmg.mod +6% cold Acc +15 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+3 eff.) Fatigue +6% Phys.save +11 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +30% light Res.pen +15% light +10% arcane ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +20% acid +24% lightning A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs - Shield usage training Cun 35 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +20% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Armour +2 Resists +11% nature Poison- +20% Disease- +10% Cut- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% mind +6% light +11% nature +5% arcane Mind.save +3 (+1 eff.) Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego++] Arcane/Master Power 24.5 - 29.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +8.5% Capacity 20 Proj.spd +200% On Hit: * Create an explosion dealing 108 acid damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Psionic Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doroma the Thalore Archmage level 21
72nd Dusk 122nd year of Ascendancy at 21:20 see stats
By Doroma the Thalore Archmage level 10
7th Mirth 122nd year of Ascendancy at 10:48 see stats
By Doroma the Thalore Archmage level 20
52nd Dusk 122nd year of Ascendancy at 18:54 see stats
By Doroma the Thalore Archmage level 30
36th Haze 122nd year of Ascendancy at 01:53 see stats
By Doroma the Thalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 06:00 see stats
By Doroma the Thalore Archmage level 23
75th Dusk 122nd year of Ascendancy at 03:09 see stats
By Doroma the Thalore Archmage level 11
6th Flare 122nd year of Ascendancy at 23:00 see stats
By Doroma the Thalore Archmage level 26
10th Haze 122nd year of Ascendancy at 15:52 see stats
By Doroma the Thalore Archmage level 17
36th Dusk 122nd year of Ascendancy at 20:23 see stats
By Doroma the Thalore Archmage level 30
36th Haze 122nd year of Ascendancy at 04:24 see stats
Log
A carrion worm mass has spawned from Vorydhewen the worm that walks' wounds!
Doroma hits Vorydhewen the worm that walks for 481 lightning damage.
Vorydhewen the worm that walks's fire area effect hits Doroma for 46 fire damage.
Vorydhewen the worm that walks casts Worm Rot.
Doroma resists the worm rot!
Vorydhewen the worm that walks performs a melee critical strike against Doroma!
Doroma is cut deeply.
Vorydhewen the worm that walks HEALS from blight damage!
Melee retaliation hits Vorydhewen the worm that walks for 16 lightning, 3 physical, 8 darkness, 1 blight, 3 healing, 12 fire, 5 nature, 9 cold (54 total damage) [3 healing].
Vorydhewen the worm that walks receives 10 healing from Ruin.
Vorydhewen the worm that walks hits Doroma for (89 ignored), 0 blight, 19 blight (19 total damage).
Thunderstorm hits Vorydhewen the worm that walks for 34 lightning damage.
Deep Wound from Vorydhewen the worm that walks hits Doroma for 29 physical damage.
Doroma casts Illuminate.
Vorydhewen the worm that walks resists the blinding light!
Doroma's spell attains critical power!
A carrion worm mass has spawned from Vorydhewen the worm that walks' wounds!
Doroma hits Vorydhewen the worm that walks for 343 light damage.
Vorydhewen the worm that walks's fire area effect hits Doroma for (46 ignored), 0 fire (0 total damage).
Vorydhewen the worm that walks uses Assault.
Vorydhewen the worm that walks performs a melee critical strike against Doroma!
Vorydhewen the worm that walks performs a melee critical strike against Doroma!
Vorydhewen the worm that walks performs a melee critical strike against Doroma!
Vorydhewen the worm that walks HEALS from blight damage!
Melee retaliation hits Vorydhewen the worm that walks for 14 lightning, 2 physical, 7 darkness, 1 blight, 2 healing, 10 fire, 4 nature, 8 cold, 14 lightning, 2 physical, 7 darkness, 1 blight, 2 healing, 10 fire, 4 nature, 8 cold, 14 lightning, 2 physical, 7 darkness, 1 blight, 2 healing, 10 fire, 4 nature, 8 cold (136 total damage) [6 healing].
Ruin hits Vorydhewen the worm that walks for 19 healing, 10 healing (0 total damage) [29 healing].
Vorydhewen the worm that walks hits Doroma for 44 physical, 37 blight, 11 light, 24 fire, 206 physical, 20 blight, 178 physical (520 total damage).
Doroma the level 30 thalore archmage was ground to death by Vorydhewen the worm that walks on level 3 of Lake of Nur.
The furious lightning storm around Doroma calms down and disappears.