










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 19 / 61% |
| Size | big |
| Lifes / Deaths | Killed by Polavena the large white snake at level 19 on the 21st Dusk 122nd year of Ascendancy at 16:10 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 78 (base 47) |
| Willpower | 59 (base 42) |
| Cunning | 24 (base 11) |
Resources
| Life | -205/400 |
| Mana | 61/471 |
| Healing Factor | 1.1960311219417 |
| Regeneration | 0.29900778048542 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 7 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Physical | +6% |
| Nature | +5% |
| Arcane | +12% |
| Cold | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Nature | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 51% |
| Poison Resistance | 20% |
| Knockback Resistance | 61% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 148 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 38 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 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 (50 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Wrathroot. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed length of troll intestine. You have aided Marus of Elvala in creating an elixir of mastery. | 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 |
Equipment
| On feet | Pitchreign (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +1 Dex +3 Mag +3 Cun +4 Con dps ---------- Dmg.mod +3% darkness +6% physical ----- def ----- Armour +1 ---------- misc Infravis +2 Size +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +43.00 Heal.mod +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. |
| On head | linen wizard hat 'Duathelrune' (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: ----- def ----- Defense +16 (+8 eff.) Resists +6% darkness Die.at -60.00 life ---------- misc Equi/ret +0.80 Psi/ret +1.00 Hate/ret +0.70 A pointy cloth hat, very wizardly... |
| Tool | Emelytha the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Cun +1 Con ----- def ----- Resists +5% arcane Silence- +10% ---------- misc Infravis +2 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| On fingers | warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold 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 | potent elm magestaff of power (12-14 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +11 (+4 eff.) Dmg.mod +12% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | linen robe of Angolwen (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) S.pwr/crit +3 ----- def ----- Resists +7% all Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Bokuromisin (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Phys.save +3 (+2 eff.) Max.HP +60.00 Heal.mod +5% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
Inventory
stabilizing gold amulet of mastery (0.16 Spell / Meta)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +20% ---------- misc Masteries +0.16 Spell/Meta Amulets make your neck look great! |
Cyrura (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+12 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +6% darkness Crit.chn- 10.00% Mind.save +6 (+3 eff.) Heal.mod +10% Blind- +20% Disarm- +46% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed battleaxes. |
arcing iron battleaxe of the mystic (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +9 (+3 eff.) Massive two-handed battleaxes. |
steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 17.5 - 22.8 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. |
acidic steel greatmaul of massacre (36-55 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 36.5 - 54.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed mauls. |
acidic steel greatmaul of massacre (32-48 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed mauls. |
flaming steel greatsword of daylight (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 light Against +10% Undead On Hit.r1 +10 fire Massive two-handed swords. |
steel mace (12-17 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Aledurath the thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% mind Res.pen +4% mind ----- def ----- Resists +3% lightning +3% light +3% blight +2% mind +5% arcane Dmg.Resnn +7% Cut- +20% Confus- +10% ---------- misc Psi/ret +1.20 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. |
hateful vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% mind +7% darkness Res.pen +7% mind +6% darkness ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Max.hate +4.00 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. |
protector's vined mindstar of storms (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +1 Mag +3 Wil +1 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Res.pen +8% lightning ----- def ----- Resists +5% lightning +3% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
vined mindstar of clarity (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +20.00 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. |
ash magestaff of protection (15-18 power, 3 apr, arcane 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +8% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] 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: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Erelurain (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit.r1 +8 mind On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +5 Cun dps ---------- Mind.crit +2% ----- def ----- Mind.save +12 (+6 eff.) One-handed war axes. |
chilling dwarven-steel waraxe of massacre (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 cold One-handed war axes. |
flaming steel waraxe (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
thought-forged steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
rough leather belt 'Armundil'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Infravis +2 Size +1 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 A belt that goes around your waist. |
Shockbrace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% cold Res.pen +20% mind +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% cold Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +16 (+8 eff.) Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Airterror' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% lightning Apr +2 ----- def ----- Armour +1 Resists +12% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots 'Voridamira' (0 def, 4 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight ----- def ----- Armour +4 Resists +3% mind +6% cold Max.HP +20.00 Teleport- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Sparkviper the iron gauntlets (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +18% acid Res.pen +10% lightning +15% nature Melee Ret 4 acid ----- def ----- Armour +5 Fatigue +1% Mind.save +7 (+4 eff.) Max.HP +44.00 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. |
cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% fire Acc +10 (+10 eff.) ----- def ----- Armour +2 Resists +5% fire 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. |
corrosive hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+5 eff.) Melee+ 6 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +5% acid 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. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +10 (+10 eff.) ----- def ----- Armour +1 Resists +5% nature 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. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 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. |
Barygorn (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Spell.crit +1% Mind.pwr +10 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Crit.chn- 15.00% Phys.save +5 (+3 eff.) ---------- misc Mana/s.crit +1.00 Light +1 See.Invis +3 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.65 to 97.96 lightning damage (65.31 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Stormcut the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane +6% darkness Res.pen +5% arcane Melee Ret 6 arcane ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +7% fire +5% arcane +6% cold A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Velewyn' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +6% blight +10% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% fire ---------- misc Equi/ret +0.08 Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
troll-hide reinforced leather armour of clarity (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +7% mind Mind.save +11 (+6 eff.) Max.HP +40.00 HP.reg +7.40 Heal.mod +13% A suit of armour made of leather. |
acidic steel shield (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 5 armour, 58 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (18/18, 18-25 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
7 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. |
41 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. |
3 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. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Salebrenne (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid ----- def ----- Resists +9% lightning Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Confus- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Blastwither1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +15% Mind.pwr +6 (+3 eff.) Res.pen +10% mind ----- def ----- Resists +3% lightning Mind.save +5 (+3 eff.) ---------- misc Equi/ret +0.16 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 31.98 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
Spiderveil [power 155] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% nature +25% light Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% nature ---------- misc Light +2 Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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. |
8 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 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. |
4 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By But Magic Tho the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 21:33 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By But Magic Tho the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:46 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By But Magic Tho the Cornac Archmage level 17
11st Dusk 122nd year of Ascendancy at 09:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By But Magic Tho the Cornac Archmage level 6
77th Pyre 122nd year of Ascendancy at 00:46 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By But Magic Tho the Cornac Archmage level 17
11st Dusk 122nd year of Ascendancy at 19:55 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By But Magic Tho the Cornac Archmage level 17
13rd Dusk 122nd year of Ascendancy at 10:29 see stats
Log
Talent Flame is ready to use.
Talent Pulverizing Auger is ready to use.
Polavena the large white snake stops burning.
Arcane Vortex from But Magic Tho hits Polavena the large white snake for 22 arcane damage.
But Magic Tho casts Rune: Shielding.
A shield forms around But Magic Tho.
But Magic Tho casts Flame.
Polavena the large white snake is on fire!
Polavena the large white snake uses Dual Strike.
But Magic Tho is not dazed anymore.
But Magic Tho is stunned!
Polavena the large white snake performs a melee critical strike against But Magic Tho!
But Magic Tho hits Polavena the large white snake for 44 fire damage.
Polavena the large white snake hits But Magic Tho for (50 absorbed), 0 physical, (108 absorbed), 0 physical (0 total damage).
Polavena the large white snake performs a melee critical strike against But Magic Tho!
Your shield crumbles under the damage!
The shield around But Magic Tho crumbles.
Polavena the large white snake hits But Magic Tho for (67 absorbed), 42 physical, 40 physical (82 total damage).
Polavena the large white snake is free from the arcane vortex.
Burning from But Magic Tho hits Polavena the large white snake for 15 fire damage.
But Magic Tho casts Pulverizing Auger.
But Magic Tho casts Pulverizing Auger.
But Magic Tho casts Pulverizing Auger.
But Magic Tho hits Polavena the large white snake for 57 physical damage.
Polavena the large white snake uses Skullcracker.
But Magic Tho wanders around!
Polavena the large white snake hits But Magic Tho for 155 physical damage.
But Magic Tho the level 19 cornac archmage was bludgeoned to death by Polavena the large white snake on level 1 of The Maze.





































































































