









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 21 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Voramima the cold drake hatchling at level 10 on the 2nd Mirth 122nd year of Ascendancy at 17:28 0 / 6Killed by Xanaldaba the slumbering great wolf at level 13 on the 10th Mirth 122nd year of Ascendancy at 18:07 Killed by war hound at level 20 on the 46th Dusk 122nd year of Ascendancy at 00:01 Killed by Elathra the black ooze at level 20 on the 46th Dusk 122nd year of Ascendancy at 08:28 Killed by Ivawe the black jelly at level 21 on the 46th Dusk 122nd year of Ascendancy at 16:09 Killed by Ce'Natha the gigantic sandworm tunneler at level 21 on the 46th Dusk 122nd year of Ascendancy at 22:51 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 60 (base 50) |
| Willpower | 14 (base 10) |
| Cunning | 56 (base 42) |
Resources
| Life | -15/583 |
| Mana | 240/240 |
| Negative | 50/110 |
| Positive | 25/110 |
| Healing Factor | 1.0000003099962 |
| Regeneration | 0.25000007749904 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 23 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +28% |
| Light | +6% |
| Physical | +12% |
| Arcane | +25% |
| Lightning | +3% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 25 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 9%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 40% |
| Disarm Resistance | 21% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Willpower 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 44 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 190/190 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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 snow giant kidney. * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. | 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 | Tulovon the Spiderzephyr, (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness +5% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +9% nature +3% fire A pair of boots made of leather. |
| Light source | brass lantern 'Stormspire'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +3% lightning +12% physical ----- def ----- Armour +6 Max.HP +42.00 ---------- misc Stam/turn +1.00 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 | spellwoven linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
| Tool | extending elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Increase 1 buffs' duration by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ulatondur the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% arcane Acc +6 (+3 eff.) Melee Ret 8 mind ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) Max.HP +23.00 Disarm- +21% Confus- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Starmaim (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: Stats +6 Str dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +15% darkness ----- def ----- Armour +4 Resists +6% lightning Confus- +20% ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic rough leather gloves of dexterity (+2) (0 def, 4 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +43.00 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 | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Getogar (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% blight +6% fire Crit.dmg- 5.00% Mind.save +9 (+5 eff.) Max.HP +80.00 ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Coalstinger the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 light On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +3% darkness ---------- misc Masteries +0.10 Celestial/Hymns Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 503%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 503% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, nature, mind)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: 3 acid, 3 physical, 3 darkness, 4 blight, 3 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 167; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 167.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
Nerirelevea the Scabquench0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee Ret 2 nature ----- def ----- Resists +3% acid +11% light +12% darkness Blind- +21% ---------- misc Hate/m.crit +3.00 Amulets make your neck look great! |
stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
warrior's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Furnacewish the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +3% fire Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
copper ring 'Buhor'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light Acc +5 (+3 eff.) ----- def ----- Resists +9% fire +22% light +3% temporal Rings make your fingers look great! |
marksman's steel ring of the mind (+10%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% mind Acc +6 (+3 eff.) ----- def ----- Resists +10% mind Rings make your fingers look great! |
rogue's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Resists +20% darkness Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +10 (+5 eff.) Rings make your fingers look great! |
balanced dwarven-steel dagger of shearing (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +17 (+9 eff.) Apr +7 ----- def ----- Defense +7 (+7 eff.) Disarm- +22% Sharp, short and deadly. |
flaming dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical +7% all Acc +18 (+9 eff.) Apr +16 Sharp, short and deadly. |
Yvirenor the Lightningwalker (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 lightning On Crit.r2 +8 mind While equipped: dps ---------- Res.pen +16% all Acc +19 (+10 eff.) Apr +12 ----- def ----- Resists +3% acid +6% fire +9% light +9% blight Massive two-handed swords. |
balanced dwarven-steel greatsword (32-52 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +41% Massive two-handed swords. |
iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
plaguebringer's dwarven-steel longsword (22-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +15% Sharp, long, and deadly. |
gifted thorny mindstar of life (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 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 +10 (+5 eff.) ----- def ----- Max.HP +18.00 HP.reg +0.70 ---------- misc 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 hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +12% acid Slings are used to hurl stones or metal shots at your foes. |
Salewe the Demonsmasher (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master 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 +1 Con dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +13% darkness Res.pen +15% darkness +10% physical ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Torchrip (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master 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 +1 Str dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness Res.pen +5% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Spell.save +12 (+6 eff.) ---------- misc Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Glowvein' (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master 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 +3 Dex +4 Con dps ---------- Phys.crit +1.0% Spell.crit +7% Crit.mult +21.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +6% light Res.pen +5% mind ---------- misc Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of protection (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego++] Arcane 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 ---------- Phys.crit +6.0% Spell.crit +3% Spell.pwr +15 (+5 eff.) Melee+ 21 arcane Dmg.mod +20% light ----- def ----- Resists +10% light ---------- misc Max.mana +23.00 Talents +1 Command Staff This staff offers 20% bonus, 10% resistance to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Umbrahunter the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +5% darkness ----- def ----- Resists +6% lightning +6% temporal Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +8 Cun +7 Lck dps ---------- Against +22% Summoned ----- def ----- D.Red.from +21% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Icewrecker'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid +12% darkness Res.pen +5% cold Melee Ret 2 acid 6 cold ----- def ----- Fatigue -5% Resists +3% acid ---------- misc Max.enc +21 A belt that goes around your waist. |
Goruvor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Spell.save +6 (+3 eff.) Max.HP +54.00 Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkstreak the cashmere cloak (2 def, 15 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +6% arcane +9% darkness Melee Ret 2 darkness ----- def ----- Armour +15 Defense +2 (+2 eff.) Resists +5% arcane +31% cold Spell.save +8 (+4 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismtreason the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +25% light Melee Ret 6 nature ----- def ----- Defense +2 (+2 eff.) Resists +21% lightning ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowspike (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% mind ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Adunne' (2 def, 16 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +16 Defense +2 (+2 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +11% all Phys.save +15 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +14 (+4 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +6% all ----- def ----- Resists +11% all Mind.save +20 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) ----- def ----- Resists +7% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+4 eff.) On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness Spell.save +9 (+4 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Daypain the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Armour +2 Fatigue +1% Resists +12% light +3% cold ---------- misc Infravis +2 A cap made of leather. |
Gilakalthochik (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +4 Wil +2 Cun ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Light +1 Breathe water A cap made of leather. |
linen wizard hat 'Jetarc' (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +11% acid Res.pen +15% darkness Apr +1 Melee Ret 2 darkness ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +16% acid A pointy cloth hat, very wizardly... |
linen wizard hat 'Polybreth' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +11% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% fire +9% temporal A pointy cloth hat, very wizardly... |
enlightening hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Mind.save +11 (+6 eff.) A suit of armour made of leather. |
enlightening dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
quiver of ash arrows of crippling (17/17, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +13.5% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
6 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. |
72 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Belitir (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +5 Wil +1 Cun dps ---------- Res.pen +5% mind Acc +4 (+2 eff.) Melee Ret 2 mind ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +6% all Apr +8 ----- def ----- Resists +3% all Spell.save +8 (+4 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Chillvagrant the elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +6 Str +1 Wil dps ---------- Dmg.mod +6% cold ---------- misc Stam/turn +1.00 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Reduce 1 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 39] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
warded yew wand of shielding [power 302] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +3 temporal +3 mind +3 lightning Talents +1 Ward Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 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. |
9 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 (Adventure) difficulty)
Got a character to level 10.By SELUNE II the Higher Anorithil level 10
1st Mirth 122nd year of Ascendancy at 18:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SELUNE II the Higher Anorithil level 20
23rd Dusk 122nd year of Ascendancy at 07:05 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By SELUNE II the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 09:19 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SELUNE II the Higher Anorithil level 12
6th Mirth 122nd year of Ascendancy at 15:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SELUNE II the Higher Anorithil level 20
24th Dusk 122nd year of Ascendancy at 19:03 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SELUNE II the Higher Anorithil level 15
3rd Summertide 122nd year of Ascendancy at 07:25 see stats
Log
Ivoldavena the sandworm resists the knockback!
SELUNE II's prismatic repulsion area effect hits Ivoldavena the sandworm for 6 light, 8 darkness (14 total damage).
SELUNE II's defensive darkness area effect hits Ivoldavena the sandworm for 21 darkness damage.
SELUNE II's sanctity area effect hits Ivoldavena the sandworm for 15 light damage.
SELUNE II's Corona hits Ivoldavena the sandworm for 24 light damage.
Ivoldavena the sandworm uses Shield Pummel.
SELUNE II is stunned!
Ivoldavena the sandworm hits SELUNE II for 41 physical, 43 physical (84 total damage).
Melee retaliation hits Ivoldavena the sandworm for 30 darkness, 7 mind, 21 light, 30 darkness, 3 mind, 21 light (112 total damage).
SELUNE II casts Rune: Shatter Afflictions.
SELUNE II no longer has a cursed wound.
A shield forms around SELUNE II.
SELUNE II casts Rune: Teleportation.
The unstable sand tunnel collapses!
Ivoldavena the sandworm is knocked back!
SELUNE II's prismatic repulsion area effect hits Ivoldavena the sandworm for 3 light, 5 darkness (8 total damage).
SELUNE II's defensive darkness area effect hits Ivoldavena the sandworm for 12 darkness damage.
SELUNE II's sanctity area effect hits Ivoldavena the sandworm for 9 light damage.
Ce'Natha the gigantic sandworm tunneler uses Greater Weapon Focus.
Ce'Natha the gigantic sandworm tunneler rushes out!
Your shield crumbles under the damage!
The shield around SELUNE II crumbles.
SELUNE II is dazed!
Ce'Natha the gigantic sandworm tunneler hits SELUNE II for (44 absorbed), 42 physical (42 total damage).
Greater Weapon Focus from Ce'Natha the gigantic sandworm tunneler hits SELUNE II for 118 physical damage.
Melee retaliation hits Ce'Natha the gigantic sandworm tunneler for 17 darkness, 4 mind, 12 light, 17 darkness, 2 mind, 12 light (65 total damage).
SELUNE II the level 21 higher anorithil was shattered to death by Ce'Natha the gigantic sandworm tunneler on level 4 of Sandworm lair.
Ce'Natha the gigantic sandworm tunneler prepares for the next kill!
A shield forms around SELUNE II.






























































































