











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Wanderer |
| Level / Exp | 24 / 57% |
| Size | big |
| Lifes / Deaths | Killed by Beteriara the carrion worm mass at level 23 on the 46th Haze 122nd year of Ascendancy at 18:06 4 / 3Killed by Glugabeth the golem at level 24 on the 1st Wintertide 123rd year of Ascendancy at 02:21 Killed by WANDY at level 24 on the 1st Wintertide 123rd year of Ascendancy at 02:26 |
Primary Stats
| Strength | 26 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 75 (base 54) |
| Willpower | 23 (base 12) |
| Cunning | 61 (base 45) |
Resources
| Insanity | 98/100 |
| Vim | 192/192 |
| Life | 787/787 |
| Positive | 119/119 |
| Paradox | 300 |
| Healing Factor | 1.4111363549267 |
| Regeneration | 11.077420386175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 49 |
| Crit Chance | 19% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +47% |
| Light | +4% |
| Temporal | +14% |
| Physical | +5% |
| Arcane | +4% |
| Acid | +11% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +13% |
| Lightning | +5% |
| Fire | +5% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 46 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 15%( 70%) |
| Physical | + 8%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Stun Resistance | 0% |
Inscriptions (5/5)
| 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 328 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 622% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Black-magic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by thought-forged warrior. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Kindlemight the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Resists +6% darkness +9% fire Phys.save +10 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +60.00 HP.reg +4.00 Heal.mod +5% Poison- +20% A pair of boots made of leather. |
| Light source | Berysin2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str ----- def ----- Defense +10 (+3 eff.) Resists +1% physical Phys.save +9 (+4 eff.) Die.at -60.00 life Heal.mod +12% ---------- 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. |
| On head | Arcspiker (20 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +5% lightning Acc +15 (+5 eff.) ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue +1% A cap made of leather. |
| Tool | Velanne the elm totem of healing [power 116] (10/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Acc +10 (+4 eff.) ----- def ----- Resists +5% arcane +3% cold ---------- misc Max.stam +10.00 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. |
| On fingers | Ragiregohir the Burnquarry0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +8 Cun +2 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +11% acid Res.pen +5% fire ----- def ----- Resists +22% acid Crit.chn- 10.00% Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 See.Invis +3 Rings make your fingers look great! |
| On fingers | Mayewyn the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +10% temporal Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Resists +10% temporal Spell.save +6 (+2 eff.) ---------- misc See.Invis +18 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Jetquarry1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% darkness +3% cold Max.HP +32.00 ---------- misc Infravis +2 A belt that goes around your waist. |
| In main hand | Emelybreth (25-30 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 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 +3 Cun dps ---------- Spell.crit +17% Crit.mult +13.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ---------- misc Psi/ret +0.12 Max.psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Shadowglamour the iron gauntlets (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +4% arcane +3% darkness ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +4% arcane Die.at -80.00 life Max.HP +20.00 HP.reg +2.00 Heal.mod +5% 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. |
| Main armor | linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +51.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Torasus the Umbrasorrow (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +4 Mag +2 Con dps ---------- Dmg.mod +14% darkness Res.pen +13% darkness +15% cold ----- def ----- Defense +2 (+0 eff.) Resists +11% darkness Stealth +12 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +5% darkness +4% temporal +4% light +5% physical ---------- misc Mana/turn +0.13 Max.mana +29.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 117; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 117 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 18; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 4; phase 14; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
blink rune of the sneak (range 9; phase 21; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 titan (absorb 47; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 47 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 Constitution 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 |
shielding rune of the duelist (absorb 320; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 320 damage for 4 turns. 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. Press to compare to your current inscriptions |
Ulista0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Crit.mult +15.00% Mind.pwr +10 (+5 eff.) Melee Ret 4 blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.12 Technique/Combat training Amulets make your neck look great! |
copper amulet 'Sootbringer'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +9% cold +9% light +3% blight Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
insulating copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Plaguewire0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Res.pen +10% nature ----- def ----- Resists +20% acid +6% nature +3% lightning Rings make your fingers look great! |
Unreran the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% mind ----- def ----- Resists +12% mind Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Prismdare'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% fire +10% cold Melee Ret 4 light ----- def ----- Resists +6% light +20% cold Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +26.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Elenarain the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% 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% acid +15% darkness ----- def ----- Defense +11 (+3 eff.) Resists +3% lightning +3% light ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 80.10 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. |
Obsidianraven the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master 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% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +33% darkness +18% mind Melee Ret 6 darkness ----- def ----- Resists +12% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash starstaff of fate (15-18 power, 3 apr, light 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 +6% Spell.pwr +11 (+4 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Radhohad (17 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun +5 Str ----- def ----- Armour +6 Defense +17 (+5 eff.) Resists +9% blight Max.HP +39.00 Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gurenne' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% ----- def ----- Defense +2 (+0 eff.) Max.HP +33.00 ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dwarven-steel gauntlets 'Shimmerbiter' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 19 mind 28 darkness Dmg.mod +6% lightning +12% fire Melee Ret 8 arcane 8 lightning On Hit (Melee): * 15% chance to reduce all saves and defense by 22 ----- def ----- Armour +2 Fatigue +3% Resists +18% lightning Mind.save -14 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Umbratouch' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +1 Wil +3 Cun +4 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Anarak (0 def, 3 armour) =WATER=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +7% cold HP.reg +4.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 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. |
5 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. |
2 aquamarine0.0 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 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. |
182 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. |
Dawnumbra the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% light On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +6% acid Max.HP +40.00 ---------- 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig 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 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. |
Kelegorn the Flashtrail [power 206] (10/15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +10 Max.HP +40.00 Heal.mod +10% Cut- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WANDY the Ogre Wanderer level 9
1st Flare 122nd year of Ascendancy at 11:57 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By WANDY the Ogre Wanderer level 24
70th Haze 122nd year of Ascendancy at 22:30 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By WANDY the Ogre Wanderer level 24
70th Haze 122nd year of Ascendancy at 23:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WANDY the Ogre Wanderer level 10
43rd Dusk 122nd year of Ascendancy at 11:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WANDY the Ogre Wanderer level 20
2nd Haze 122nd year of Ascendancy at 01:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By WANDY the Ogre Wanderer level 24
70th Haze 122nd year of Ascendancy at 19:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By WANDY the Ogre Wanderer level 16
63rd Dusk 122nd year of Ascendancy at 22:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WANDY the Ogre Wanderer level 9
8th Mirth 122nd year of Ascendancy at 02:56 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By WANDY the Ogre Wanderer level 24
72nd Haze 122nd year of Ascendancy at 16:06 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WANDY the Ogre Wanderer level 9
32nd Dusk 122nd year of Ascendancy at 22:05 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By WANDY the Ogre Wanderer level 20
5th Haze 122nd year of Ascendancy at 00:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By WANDY the Ogre Wanderer level 22
42nd Haze 122nd year of Ascendancy at 10:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WANDY the Ogre Wanderer level 16
63rd Dusk 122nd year of Ascendancy at 18:22 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By WANDY the Ogre Wanderer level 24
1st Wintertide 123rd year of Ascendancy at 02:26 see stats
Log
Xerywen the broken golem's Netherblast hits WANDY for 89 temporal, 40 darkness (130 total damage).
WANDY succumbs to heightening fears!
WANDY becomes terrified!
Talent Darkfire is ready to use.
Talent Infusion: Movement is ready to use.
Talent Wraithform is ready to use.
Shadow casts Shadow Flames.
Shadow hits WANDY for 68 physical damage.
Melee retaliation hits Shadow for 29 light damage.
Shadow hits WANDY for 108 fire damage.
Heighten Fear from Glugabeth the golem hits WANDY for 28 mind, 16 darkness (43 total damage).
Xerywen the broken golem loses 18 health to the entropy.
The shield around Xerywen the broken golem crumbles.
Tentacle Constriction from WANDY hits Xerywen the broken golem for (122 absorbed), 115 darkness, 3 arcane (118 total damage).
WANDY shrugs off the effect 'Stunned'!
Melee retaliation hits Glugabeth the golem for 10 light, 12 light (22 total damage).
Glugabeth the golem hits WANDY for 64 mind damage.
WANDY the level 24 ogre wanderer was psyched to death by Glugabeth the golem on level 1 of Golem Graveyard.
Xerywen the broken golem is free from the tentacle constriction.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Glugabeth the golem killed WANDY!
Saving game...
Saving done.
Talent Precognition is ready to use.
Talent Tendrils Eruption is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





































































































