











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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 | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Corruptor |
Level / Exp | 15 / 44% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 8 on the 4th Mirth 122nd year of Ascendancy at 07:15 0 / 6Killed by elven corruptor at level 8 on the 5th Mirth 122nd year of Ascendancy at 06:07 Killed by elven corruptor at level 10 on the 6th Mirth 122nd year of Ascendancy at 20:46 Killed by carrion worm mass at level 15 on the 48th Dusk 122nd year of Ascendancy at 10:51 Killed by worm that walks at level 15 on the 48th Dusk 122nd year of Ascendancy at 13:18 Killed by Neremiwyn the storm drake at level 15 on the 48th Dusk 122nd year of Ascendancy at 14:59 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 14 (base 12) |
Constitution | 20 (base 16) |
Magic | 45 (base 41) |
Willpower | 46 (base 38) |
Cunning | 21 (base 10) |
Resources
Life | -143/350 |
Vim | 46/254 |
Healing Factor | 1.2970588855781 |
Regeneration | 0.32426472139453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 21.970039208598 |
See Invisible | 21.970039208598 |
Offense: Mainhand
Damage | 21 |
Accuracy | 20 |
Crit Chance | 24% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 5 |
Accuracy | 20 |
Crit Chance | 25% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Physical | +15% |
Mind | +15% |
All | 0% |
Darkness | +11% |
Light | +13% |
Temporal | +7% |
Fire | +20% |
Lightning | +3% |
Offense: Damage Penetration
Temporal | +7% |
Physical | +7% |
Light | +10% |
Nature | +6% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 30 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 29%( 70%) |
Acid | + 55%( 70%) |
Light | + 36%( 70%) |
Temporal | + 14%( 70%) |
Cold | + 11%( 70%) |
Lightning | + 11%( 70%) |
Fire | + 18%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
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. |
Taints | Effective talent level: 1.0 Taint: Blood SnareUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 169.00 blight damage and pin them for 8 turns. You will loose 16 life to create the bomb. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Taints | Effective talent level: 1.0 Taint: DarknessUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Weave darkness around you, darkening the area and forcing you into stealth mode. Also increases your stealth and decreases your darkness resistance by 16 for 8 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Class Talents
Corruption / Blood | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Corruption / Blight | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Corruption / Hexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
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 archer to the recall portal on level 3 of Scintillating Caves. Escort: lost archer (level 3 of Scintillating Caves)As a reward you improved Cunning by +8. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 3 of Old Forest. Escort: stranded daemon-powered (level 3 of Old Forest)As a reward you gained talent category Corruption / Brutality (at mastery 0.90). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsMarus 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 vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * '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.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
Light source | ![]() 1.0 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.(102 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% light Res.pen +10% light ----- def ----- Defense +6 (+5 eff.) Resists +16% acid +3% lightning Spell.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 88% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 47.77 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 197 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 1H weapon [Ego++] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 physical While equipped: dps ---------- Phys.crit +11.0% Spell.crit +3% Phys.pwr +5 (+2 eff.) Spell.pwr +9 (+4 eff.) Dmg.mod +15% fire Acc +12 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical Melee Ret 6 mind ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane/Master Power 97% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +6 blight On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: dps ---------- Res.pen +6% nature Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% lightning +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +6% temporal +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +7% temporal +12% mind +12% physical Res.pen +7% temporal +7% physical Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +9% all Anom.red +10 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 121 stamina and air over 10 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Summons a random horror to attack your enemies. After 10 turns the horror will become hostile to you. You can also use this taint to banish a summoned horror. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: You release a scream full of pain and sorrow, all who hear it take 194.35 mind damage and are confused (33 power) for 8 turns. This scream is so powerful that you are silenced for 3 turns. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 taint scroll [Rare] 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: Disease surrounds you, granting a chance to inflict the Rotting disease (33 power) on anyone you hit, for 8 turns. Also, you cannot take a blow doing more than 84% of their maximum health at once. However the disease also affects you, reducing your movement speed by 16%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 cold ----- def ----- Resists +12% nature +6% physical Max.HP +11.00 HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +6% Horror +5% Demon On Crit: * Strike your target with a blast of Arcane energy dealing 91 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +14.00% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness On Hit.r1 +7 light While equipped: dps ---------- Res.pen +9% light Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Apr +8 Atk.spd 100% Range +7 On Crit: * Sunders the enemy's armor for 5 turns. Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Random Unique] Master/Psionic Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 mind +8 arcane Against +13% Vermin +9% Spiderkin On Hit: * 13% chance to reduce all saves and defense by 21 On Crit: * Strike your target with a blast of Fire dealing 66 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +3 Wil +2 Cun +4 Con dps ---------- Crit.mult +23.00% Phys.pwr +8 (+4 eff.) Spell.pwr +10 (+4 eff.) Res.pen +8% physical Phasing +20% ----- def ----- Disarm- +12% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 88% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) Heal.mod +12% Heal/summ +24 ---------- misc Equi/ret +0.50 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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.) Melee+ 6 mind 4 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Max.HP +12.00 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 104% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% lightning +6% cold +5% physical ----- def ----- Defense +17 (+11 eff.) Pinning- +25% ---------- 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. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 temporal +14 cold While equipped: dps ---------- Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 On Crit: * Sunder's the enemy's weapon for 5 turns. While equipped: Stats +5 Con +6 Wil ----- def ----- Max.HP +13.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +3 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 72.19 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. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: ----- def ----- Resists +7% temporal One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 103% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) One-handed war axes. |
![]() 1.0 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +9% temporal ---------- misc Stam/ret +0.70 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 arrow ammo [Rare] Master Power 127% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +4 blight +12 mind +12 darkness On Hit: * 10% chance to reduce damage dealt by 17% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Cun +4 Wil dps ---------- S.pwr/crit +4 Dmg.mod +3% blight ----- def ----- Affinity +5% lightning +4% darkness ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Ego] Nature Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 24 Ranged+ +7 nature Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Krena the Shalore Corruptor level 10
6th Mirth 122nd year of Ascendancy at 09:02 see stats
By Krena the Shalore Corruptor level 12
27th Dusk 122nd year of Ascendancy at 05:13 see stats
By Krena the Shalore Corruptor level 10
10th Mirth 122nd year of Ascendancy at 13:30 see stats
Log
Your shield crumbles under the damage!
The shield around Krena crumbles.
Krena is no longer out of phase.
Neremiwyn the storm drake hits Krena for (50 absorbed), 1 physical, 4 nature, 0 arcane, 11 physical (18 total damage).
Melee retaliation hits Neremiwyn the storm drake for (0 to psi shield), 1 blight, (1 to psi shield), 1 mind (3 total damage).
The powerful blow energizes Krena reducing their cooldowns!
Neremiwyn the storm drake's spell attains critical power!
The powerful blow energizes Krena reducing their cooldowns!
Storm drake hatchling hits Krena for 21 physical damage.
Blight Poison from Krena hits Storm drake hatchling for 29 blight damage.
Melee retaliation hits Storm drake hatchling for 2 blight, 6 mind (9 total damage).
Melee retaliation hits Neremiwyn the storm drake for (0 to psi shield), 1 blight, (2 to psi shield), 3 mind (4 total damage).
Melee retaliation hits Storm drake hatchling for 2 blight, 6 mind (9 total damage).
Blight Poison from Krena hits Neremiwyn the storm drake for (3 to psi shield), 5 blight (5 total damage).
Decrepitude Disease from Krena hits Neremiwyn the storm drake for (9 to psi shield), 14 blight (15 total damage).
Blight Poison from Krena hits Storm drake hatchling for 26 blight damage.
Neremiwyn the storm drake's Beyond the Flesh hits Krena for 54 physical, 14 physical, 15 lightning (85 total damage).
Storm drake hatchling hits Krena for 49 physical damage.
Krena casts Drain.
Krena hits Storm drake hatchling for 108 blight damage.
Bone Spike hits Neremiwyn the storm drake for 15 physical damage.
Overkill hits Neremiwyn the storm drake for (16 to psi shield), 24 blight (25 total damage).
Overkill hits Storm drake hatchling for 45 blight damage.
Krena killed Storm drake hatchling!
Neremiwyn the storm drake performs a melee critical strike against Krena!
The powerful blow energizes Krena reducing their cooldowns!
Neremiwyn the storm drake hits Krena for 98 physical damage.
Melee retaliation hits Neremiwyn the storm drake for (0 to psi shield), 1 blight, (1 to psi shield), 1 mind (3 total damage).
Krena the level 15 shalore corruptor was disembowelled to death by Neremiwyn the storm drake on level 1 of Intimidating Cave.