










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.0Official 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 | Cornac |
| Class | Archmage |
| Level / Exp | 18 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Xanyra the deformed honey tree at level 12 on the 21st Dusk 122nd year of Ascendancy at 14:02 3 / 2Killed by Gloruwe the shadowblade at level 18 on the 65th Dusk 122nd year of Ascendancy at 01:58 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 72 (base 46) |
| Willpower | 50 (base 36) |
| Cunning | 17 (base 11) |
Resources
| Life | 364/364 |
| Mana | 498/498 |
| Healing Factor | 1.062941519274 |
| Regeneration | 0.26573537981851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 15 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Light | +3% |
| Temporal | +6% |
| Physical | +12% |
| Arcane | +3% |
| Fire | +9% |
| Nature | +6% |
Offense: Damage Penetration
| Arcane | +40% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 15.5 (43.579428603723%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 3 |
| Physical Save | 18 |
| Spell Save | 34 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Acid | + 3%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 16%( 70%) |
| Arcane | + 4%( 70%) |
| Lightning | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 47% |
| Silence Resistance | 44% |
| Confusion Resistance | 22% |
| Stun Resistance | 43% |
| Pinning Resistance | 65% |
| Poison Resistance | 10% |
| Knockback Resistance | 84% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -298 life. The duration and life will increase by 1% for every 1% life you have lost (currently 298 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 218 damage for 4 turns. Its effects scale with your Strength stat. |
| 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 (80 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 70 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 Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| 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. | active |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 closed 0 wormhole(s). | failed |
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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed bear paw. * '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.' | 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 within | active |
Equipment
| On feet | Glimmerclamor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light +9% fire ----- def ----- Armour +1 Resists +3% acid Silence- +24% Confus- +22% Stun/Frz- +23% ---------- misc Light +2 A pair of boots made of leather. |
| Light source | Velilranne the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% arcane +5% acid ----- def ----- Die.at -40.00 life Poison- +10% Pinning- +20% Stun/Frz- +20% ---------- 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 | Bleakrebel the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Die.at -80.00 life A cap made of leather. |
| Tool | iron torque of gale force 'Zerethad' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Con dps ---------- Apr +5 On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +10 (+8 eff.) Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Chaludin0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +1 Mag +2 Cun +2 Con ----- def ----- Resists +6% temporal Silence- +20% ---------- misc Mana/turn +0.11 See.Invis +6 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 | Kasta (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +1.0% Spell.crit +2% Crit.mult +16.00% Spell.pwr +18 (+6 eff.) Melee+ 16 fire Dmg.mod +15% lightning +12% physical ---------- misc Mana/turn +0.13 Max.mana +35.00 Max.stam +10.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Arorin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane 10 temporal Ranged+ 5 temporal Dmg.mod +3% arcane +6% temporal Res.pen +25% arcane Acc +6 (+3 eff.) ----- def ----- Armour +2 Resists +4% arcane +6% temporal Phys.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +24% ---------- misc Max.vim +10.00 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 | Kedur (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Mag +6 Wil +4 Cun +4 Con dps ---------- Spell.crit +1% Crit.mult +10.00% Phasing +30% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +14% light +13% darkness Mind.save +13 (+6 eff.) Max.HP +48.00 ---------- misc Mana/turn +0.24 A suit of armour made of mail. |
| Cloak | spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chamekor the Muckglamour0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% lightning ----- def ----- Resists +3% lightning +12% temporal +6% nature Pinning- +23% Knockbk- +22% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, arcane, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 arcane, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 119; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 119 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% mind Heal.mod +12% Cut- +50% Confus- +28% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Salebrethra'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +29% temporal +5% arcane +3% darkness Phys.save +9 (+5 eff.) Disarm- +10% Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
elm magestaff 'Glorunor' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +4 Dex +2 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Mana/turn +0.10 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Firequill (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning +3% acid Res.pen +5% acid +15% fire +5% mind On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Defense +7 (+7 eff.) Resists +3% acid ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area and deals 121.68 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. |
surging ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Polythra (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +3% acid Res.pen +15% mind +15% acid ----- def ----- Defense +8 (+7 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area and deals 121.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blastraptor the dwarven-steel greatmaul (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Master/Psionic Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 lightning +14 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str dps ---------- Phys.crit +9.0% Res.pen +15% lightning ----- def ----- Die.at -40.00 life Massive two-handed mauls. |
steel greatsword of crippling (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
thought-forged steel greatsword of daylight (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 mind +10 light Against +9% Undead On Hit: * 23% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Bethugatha the Windrazor (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Acc +8 (+4 eff.) ----- def ----- Defense +10 (+8 eff.) Resists +9% nature +3% mind Disarm- +26% Blunt and deadly. |
steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Morbusrend the vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +4.0% Atk.spd 100% Phasing +30% On Crit.r2 +12 acid On Hit: * 20% chance to slow global speed by 46% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 ---------- misc Max.stam +30.00 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. |
mighty ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow of true flight4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +11.0% Acc +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
quiver of ash arrows of wind (22/22, 19-27 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 22 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 56 physical damage Arrows are used with bows to pierce your foes to death. |
timebroken cashmere robe of darkness (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +11% temporal +5% arcane +10% darkness ----- def ----- Resists +15% darkness +11% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +10% nature +11% blight A suit of armour made of leather. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +11% blight +11% nature +15% acid A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Guta the Strikestrider (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +3% darkness +20% fire A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
Shockbreak the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% temporal ----- def ----- Resists +6% fire +3% mind +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Hettunarihell the Winterspawner1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% blight +9% physical Res.pen +15% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +8% light +8% darkness A belt that goes around your waist. |
hardened leather belt 'Hazemaim'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% light +20% cold Melee Ret 6 cold ----- def ----- Armour +4 Resists +7% fire +7% cold Phys.save +3 (+2 eff.) ---------- misc Light +1 A belt that goes around your waist. |
linen cloak 'Ragikath' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +20.00 Knockbk- +10% ---------- misc Light +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.23 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
psion's cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Mind.pwr +11 (+6 eff.) Dmg.mod +10% mind ----- def ----- Defense +2 (+2 eff.) Resists +10% mind Phys.save +5 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
Brenykaltholeg the hardened leather cap (0 def, 19 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +19 Fatigue +3% Resists +9% nature Mind.save +6 (+3 eff.) Heal.mod +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.7 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Chyrosus the Spiderblight (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% acid On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +9% cold +9% mind ---------- misc Breathe water A cap made of leather. |
iron helm of absorption (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.80 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chargegrinder the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +4% physical +9% fire Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
3 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. |
3 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. |
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. |
146 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. |
Eregas2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Defense +20 (+13 eff.) Max.HP +20.00 HP.reg +4.00 Confus- +10% ---------- 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +11% ---------- 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. |
Ivygawe the Blazejam (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind +9% fire Apr +5 ----- def ----- Resists +6% acid +5% arcane ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 4/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 179 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of gale force [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 174 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Sleetspawn' [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +3% cold +3% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 37. 100% to reduce fatigue by 26% for 2 turns. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of stinging [power 164] (23 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 174 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 23 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ArchmageCornac the Cornac Archmage level 10
4th Dusk 122nd year of Ascendancy at 07:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By ArchmageCornac the Cornac Archmage level 10
5th Dusk 122nd year of Ascendancy at 13:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ArchmageCornac the Cornac Archmage level 7
2nd Mirth 122nd year of Ascendancy at 01:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By ArchmageCornac the Cornac Archmage level 15
40th Dusk 122nd year of Ascendancy at 06:25 see stats
Log
ArchmageCornac activates Disruption Shield.
You cannot go into the wilds with the following effects: Burning, Broken Dream, Soul Leech
ArchmageCornac aims his Rod of Annulment at Gloruwe the shadowblade!
Gloruwe the shadowblade's Rune: Manasurge is disrupted!
Gloruwe the shadowblade's Highborn's Bloom is disrupted!
Gloruwe the shadowblade's Dream Smith's Hammer is disrupted!
ArchmageCornac casts Manathrust.
Gloruwe the shadowblade forges a dream shield to block the attack!
ArchmageCornac deactivates Disruption Shield.
Gloruwe the shadowblade converts some damage to Psi!
ArchmageCornac hits Gloruwe the shadowblade for (17 blocked), 43 to psi, 63 arcane (106 total damage).
Burning from Gloruwe the shadowblade hits ArchmageCornac for 3 cold damage.
Gloruwe the shadowblade uses Hammer Toss.
Gloruwe the shadowblade receives 5 healing (5 psi heal).
Dreamforge hits ArchmageCornac for 12 mind, 6 fire (18 total damage).
Gloruwe the shadowblade's Hammer Toss hits ArchmageCornac for 50 physical, 4 lightning, 22 darkness (76 total damage).
ArchmageCornac the level 18 cornac archmage was darkened to death by Gloruwe the shadowblade on level 1 of The Maze.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gloruwe the shadowblade's Hammer Toss killed ArchmageCornac!
Saving game...
Saving done.
Talent Rune: Shielding is ready to use.
Talent Chain Lightning is ready to use.
Talent Manathrust is ready to use.
Talent Temporal Shield is ready to use.
Talent Rune: Manasurge is ready to use.


































































































