Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows 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 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 21 / 27% |
Size | medium |
Lifes / Deaths | Killed by Voruldamina the large brown snake at level 17 on the 22nd Haze 122nd year of Ascendancy at 23:21 2 / 3Killed by Aeralradheba the bee swarm at level 20 on the 69th Haze 122nd year of Ascendancy at 19:31 Killed by Ividhenne the midge swarm at level 21 on the 6th Decay 122nd year of Ascendancy at 03:23 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 10) |
Magic | 55 (base 50) |
Willpower | 59 (base 44) |
Cunning | 14 (base 11) |
Resources
Life | 453/453 |
Mana | 313/313 |
Healing Factor | 1.3289473684211 |
Regeneration | 6.7111842105266 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 5.3808890033011 |
See Invisible | 12.506156307116 |
Offense: Mainhand
Damage | 21 |
Accuracy | 5 |
Crit Chance | 7% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Fire | +27% |
Lightning | +15% |
Nature | +3% |
Temporal | +3% |
Cold | +15% |
Arcane | +15% |
Mind | +16% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +25% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 22.535079963621 (36%) |
Defense | 21 |
Ranged Defense | 25 |
Fatigue | 2 |
Physical Save | 16 |
Spell Save | 37 |
Mental Save | 34 |
Defense: Resistances
Physical | + 16%( 70%) |
Cold | + 14%( 70%) |
Fire | + 50%( 70%) |
Temporal | + 20%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 31%( 70%) |
Mind | + 21%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (4/4)
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 255 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 457 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.45 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Feather Wind |
talent | Disruption Shield |
talent | Shielding |
talent | Arcane Power |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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 snow giant kidney. | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Mayyda the pair of iron boots (5 def, 5 armour) Mayyda the pair of iron boots (5 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +2% Resists +9% fire Max.HP +60.00 Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Xeroletta Xeroletta2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +25% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
On head | Aeryra the Flowerblow (1 def, 2 armour) Aeryra the Flowerblow (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% blight +6% fire +2% physical +6% cold Spell.save +3 (+1 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | quick ash totem of summon tentacle [power 115] (16 cooldown) quick ash totem of summon tentacle [power 115] (16 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 292 Base Damage: 117 Armor: 11 All Resist: 10 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Ivorikira' copper ring 'Ivorikira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +5% Mind.pwr +20 (+7 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings can have magical properties. |
On fingers | copper ring 'Brandream' copper ring 'Brandream'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% temporal Res.pen +20% fire Melee Ret 2 fire ----- def ----- Resists +12% fire +3% temporal HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
Around waist | rough leather belt 'Aeroharagar' rough leather belt 'Aeroharagar'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Apr +4 ----- def ----- Defense +10 (+5 eff.) Spell.save +3 (+1 eff.) Max.HP +31.00 Confus- +10% A belt that goes around your waist. |
In main hand | ash magestaff 'Beledar' (15-18 power, 3 apr, lightning element) ash magestaff 'Beledar' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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 +1 Mag +2 Wil dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +13 (+5 eff.) Dmg.mod +15% lightning +15% arcane +15% fire +3% mind +15% cold ----- def ----- Resists +5% arcane ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | stone warden's hardened leather gloves (0 def, 9 armour) stone warden's hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +10 Con ----- def ----- Armour +9 Hardiness +6% Resists +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Xelaith the woollen robe (0 def, 0 armour) Xelaith the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% mind +12% fire On Hit (Melee): * 20% chance to reduce armor by 33% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal +7% blight +18% fire +13% mind +9% all Max.HP +52.00 HP.reg +1.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Hettyhad (6 def, 0 armour) Hettyhad (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +3% Res.pen +5% blight ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane Phys.save +5 (+4 eff.) Spell.save +3 (+1 eff.) ---------- misc Max.mana +100.00 Max.vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Muruirand Muruirand0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Mag +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Confus- +12% ---------- misc Max.vim +10.00 Masteries +0.15 Spell/Aegis Amulets can have magical properties. |
Inventory
regeneration infusion (heal 129; 17 cd) regeneration infusion (heal 129; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 129 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 107; dur 4; cd 19) acid wave rune of the duelist (damage 107; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 107.20 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Beridur the copper amulet Beridur the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% arcane +3% mind Res.pen +15% mind +15% acid Melee Ret 6 acid ----- def ----- Resists +12% fire +10% cold Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
copper ring of pilfering copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+8 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 138% 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 can have magical properties. |
rogue's copper ring rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of the mind (+11%) titan's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+5 eff.) Rings can have magical properties. |
elm magestaff 'Flamepanic' (10-12 power, 2 apr, fire element) elm magestaff 'Flamepanic' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master 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 +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +15% physical +10% fire Res.pen +5% fire ----- def ----- Resists +1% physical Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Elana' (15-18 power, 3 apr, arcane element) ash starstaff 'Elana' (15-18 power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +3% blight +15% arcane ----- def ----- Resists +3% temporal ---------- misc Mana/s.crit +2.00 Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Barksmash' (18-21.6 power, 3 apr, arcane element) ash vilestaff 'Barksmash' (18-21.6 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 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 +2 Wil +1 Mag dps ---------- Spell.crit +9% Spell.pwr +8 (+3 eff.) Dmg.mod +18% arcane Res.pen +5% nature ----- def ----- Armour +3 Hardiness +2% Phys.save +4 (+4 eff.) ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of wizardry (15-18 power, 3 apr, lightning element) shimmering ash magestaff of wizardry (15-18 power, 3 apr, lightning element)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: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.12 Max.mana +69.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's steel longsword of massacre (22.5-31.5 power, 3 apr) blazebringer's steel longsword of massacre (22.5-31.5 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 fire While equipped: dps ---------- All.spd +3% Res.pen +7% fire Sharp, long, and deadly. |
Yvavena (19.5-27.3 power, 3 apr) Yvavena (19.5-27.3 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +20% Blind- +10% Knockbk- +10% One-handed war axes. |
Erelechak the iron dagger (11-14.3 power, 5 apr) Erelechak the iron dagger (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Disrupt Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +2 Str +1 Mag dps ---------- Dmg.mod +9% acid ----- def ----- Resists +6% mind ---------- misc Infravis +3 See.Invis +12 Sharp, short and deadly. |
steel dagger of evisceration (11-14.3 power, 6 apr) steel dagger of evisceration (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+7 eff.) Sharp, short and deadly. |
Dawnwing (5.5-6.05 power, 18 apr, nature damage) Dawnwing (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 arcane While equipped: dps ---------- Spell.crit +2% Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight +9% light Disease- +12% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 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. |
flaming quiver of elm arrows of crippling (20/20, 14-19.6 power, 5 apr) flaming quiver of elm arrows of crippling (20/20, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Ego+] Arcane/Master Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 20 On Hit.r1 +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of steel shots (21/21, 21.5-25.8 power, 2 apr) psychokinetic pouch of steel shots (21/21, 21.5-25.8 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage Shots are used with slings to pummel your foes to death. |
steel mail armour 'Zubiralaith' (2 def, 6 armour) steel mail armour 'Zubiralaith' (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Nature While equipped: dps ---------- S.pwr/crit +8 Res.pen +20% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +9% blight HP.reg +3.00 ---------- misc Stam/turn +0.80 Mana/turn +0.16 A suit of armour made of mail. |
Phlegmbreaker (0 def, 14 armour) Phlegmbreaker (0 def, 14 armour)1.0 T2 hands armor [Random Unique] Nature While equipped: dps ---------- Spell.crit +3% Melee+ 7 lightning 13 physical Dmg.mod +5% lightning +8% physical +6% nature +3% arcane ----- def ----- Armour +14 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour) hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Ivuthra the Jetbiter (10 def, 1 armour) Ivuthra the Jetbiter (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Dmg.mod +3% nature +6% darkness Res.pen +20% darkness ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Phys.save +3 (+3 eff.) A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Umbrapall (0 def, 3 armour) Umbrapall (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% lightning Melee Ret 2 acid 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness Phys.save +11 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voidpyre (0 def, 3 armour) Voidpyre (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Crit.dmg- 5.00% ---------- misc See.Invis +12 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.0 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
5 ametrine 5 ametrine0.0 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. |
8 citrine 8 citrine0.0 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. |
16 zircon 16 zircon0.0 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. |
3 opal 3 opal0.0 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
amethyst amethyst0.0 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. |
onyx onyx0.0 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. |
331 alchemist agate 331 alchemist agate0.0 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. |
brass lantern brass lantern2.0 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. |
nightwalker's brass lantern nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+6 eff.) ---------- 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. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
piercing elm totem of summon tentacle [power 95] (25 cooldown) piercing elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 233 Base Damage: 95 Armor: 3 All Resist: 4 Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By bramblevest the Shalore Archmage level 19
49th Haze 122nd year of Ascendancy at 01:42 see stats
By bramblevest the Shalore Archmage level 10
4th Flare 122nd year of Ascendancy at 16:02 see stats
By bramblevest the Shalore Archmage level 20
69th Haze 122nd year of Ascendancy at 02:25 see stats
By bramblevest the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 16:25 see stats
By bramblevest the Shalore Archmage level 11
9th Dusk 122nd year of Ascendancy at 23:27 see stats
By bramblevest the Shalore Archmage level 11
8th Flare 122nd year of Ascendancy at 11:02 see stats
By bramblevest the Shalore Archmage level 20
69th Haze 122nd year of Ascendancy at 05:49 see stats
By bramblevest the Shalore Archmage level 16
13rd Haze 122nd year of Ascendancy at 16:54 see stats
Log
A furious lightning storm forms around bramblevest!
Bramblevest activates Shielding.
Talent Rune: Shatter Afflictions is ready to use.
Talent Aegis is ready to use.
Talent Disruption Shield is ready to use.
Bramblevest activates Disruption Shield.
Talent Feather Wind is ready to use.
Bramblevest activates Feather Wind.
Talent Arcane Power is ready to use.
Talent Arcane Shield is ready to use.
Talent Keen Senses is ready to use.
Talent Hurricane is ready to use.
Bramblevest activates Hurricane.
Bramblevest activates Arcane Power.
Bramblevest activates Keen Senses.
Bramblevest activates Arcane Shield.
Rested for 34 turns (stop reason: all resources and life at maximum).
Saving done.
Bramblevest deactivates Keen Senses.
Bramblevest deactivates Hurricane.
Bramblevest deactivates Arcane Power.
Bramblevest deactivates Shielding.
Bramblevest deactivates Stone Skin.
Bramblevest deactivates Chant of Fortitude.
Bramblevest deactivates Arcane Shield.
Bramblevest deactivates Disruption Shield.
Bramblevest deactivates Thunderstorm.
The furious lightning storm around bramblevest calms down and disappears.
Bramblevest deactivates Feather Wind.