













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 27 / 57% |
Size | medium |
Lifes / Deaths | Killed by Poledakira the Guardian at level 18 on the 24th Dusk 122nd year of Ascendancy at 09:14 0 / 8Killed by Polelralrawen the black bear at level 18 on the 46th Dusk 122nd year of Ascendancy at 05:03 Killed by Aerobreda the black bear at level 18 on the 47th Dusk 122nd year of Ascendancy at 02:20 Killed by Urkis, the High Tempest at level 23 on the 14th Haze 122nd year of Ascendancy at 22:49 Killed by Ted at level 24 on the 20th Haze 122nd year of Ascendancy at 11:25 Killed by Xerolrarelle the eternal bone giant at level 24 on the 70th Haze 122nd year of Ascendancy at 19:08 Killed by Xerolrarelle the eternal bone giant at level 24 on the 3rd Decay 122nd year of Ascendancy at 09:21 Killed by greater multi-hued wyrm at level 27 on the 1st Wintertide 123rd year of Ascendancy at 02:55 |
Primary Stats
Strength | 34 (base 19) |
Dexterity | 58 (base 25) |
Constitution | 52 (base 48) |
Magic | 71 (base 27) |
Willpower | 27 (base 16) |
Cunning | 39 (base 15) |
Resources
Life | -11/862 |
Mana | 272/381 |
Stamina | 174/220 |
Healing Factor | 1.639329218765 |
Regeneration | 7.2950150235042 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 7 |
See Stealth | 30.004149834542 |
See Invisible | 30.004149834542 |
Offense: Mainhand
Damage | 74 |
Accuracy | 44 |
Crit Chance | 12% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Arcane | +30% |
Cold | +9% |
All | +2% |
Darkness | +22% |
Temporal | +16% |
Physical | +11% |
Fire | +8% |
Lightning | +2% |
Offense: Damage Penetration
Darkness | +25% |
Light | +5% |
Temporal | +10% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 1 (44.574340358689%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 43 |
Mental Save | 22 |
Defense: Resistances
Acid | + 47%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 31%( 70%) |
All | + 19%( 70%) |
Lightning | + 29%( 70%) |
Light | + 24%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 30%( 70%) |
Fire | + 28%( 70%) |
Darkness | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. |
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 337 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1017% for 10 turns (16 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by elder vampire. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 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 Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * You've found the needed minotaur nose. * You've found the needed naga tongue. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +7 Dex +3 Cun +6 Lck ----- def ----- Armour +1 Stealth +6 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Rare] Nature Power 166% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Capacity 20 Proj.spd +300% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex dps ---------- Res.pen +15% darkness ----- def ----- Phys.save +10 (+4 eff.) Heal.mod +17% ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +7 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% darkness +3% cold Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 172 physical damage Puts all charms on 15 cooldown 100% to heal for 36. 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +12% darkness Res.pen +5% light Melee Ret 8 light ----- def ----- Resists +24% acid +3% temporal +6% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Mag ----- def ----- Resists +12% lightning HP.reg +1.20 Heal.mod +18% ---------- misc Light +3 Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 121% Range: 1.2x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% acid +9% physical +6% temporal +6% fire +8% arcane +7% cold ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +9% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical Apr +2 ----- def ----- Defense +9 (+3 eff.) Resists +2% physical Phys.save +7 (+3 eff.) Max.HP +100.00 Pinning- +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 | ![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.30 Mana/turn +0.16 Max.mana +30.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 421% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 186% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +19% Undead Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Disrupt/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical 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% fire ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 111.37 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. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +21 (+7 eff.) Dmg.mod +20% arcane ----- def ----- HP.reg +0.80 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Ego] Master Power 136% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.18 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +3% blight +7% fire +12% mind +9% cold Mind.save +12 (+6 eff.) Disarm- +20% Pinning- +10% ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +8% temporal A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% fire +14% light +14% darkness A suit of armour made of mail. |
![]() 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 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 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. |
![]() 0.0 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Ted the Higher Arcane Blade level 15
8th Dusk 122nd year of Ascendancy at 07:11 see stats
By Ted the Higher Arcane Blade level 19
49th Dusk 122nd year of Ascendancy at 06:35 see stats
By Ted the Higher Arcane Blade level 18
46th Dusk 122nd year of Ascendancy at 12:53 see stats
By Ted the Higher Arcane Blade level 24
16th Haze 122nd year of Ascendancy at 07:15 see stats
By Ted the Higher Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 07:33 see stats
By Ted the Higher Arcane Blade level 20
74th Dusk 122nd year of Ascendancy at 05:27 see stats
By Ted the Higher Arcane Blade level 20
75th Dusk 122nd year of Ascendancy at 06:27 see stats
By Ted the Higher Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 07:33 see stats
By Ted the Higher Arcane Blade level 23
1st Time of Equilibrium 122nd year of Ascendancy at 19:28 see stats
By Ted the Higher Arcane Blade level 13
7th Flare 122nd year of Ascendancy at 00:58 see stats
By Ted the Higher Arcane Blade level 23
1st Time of Equilibrium 122nd year of Ascendancy at 06:31 see stats
By Ted the Higher Arcane Blade level 17
18th Dusk 122nd year of Ascendancy at 06:53 see stats
By Ted the Higher Arcane Blade level 24
3rd Decay 122nd year of Ascendancy at 09:21 see stats
Log
Ted loses sight!
Ted is poisoned!
Greater multi-hued wyrm hits Ted for 152 physical damage.
Greater multi-hued wyrm hits Multi-hued drake for 199 physical damage.
Something hits Ted for 19 nature damage.
Something hits Ted for 92 physical damage.
Something hits Something for 121 physical damage.
Talent Rune: Shielding is ready to use.
Talent Born into Magic is ready to use.
Burning from Multi-hued drake hits Ted for 25 fire damage.
Poison from Multi-hued drake hits Ted for 19 nature damage.
Ted is encased in ice!
Something hits Ted for 188 cold damage.
Ted misses Ted.
Something hits Ted for (27 to ice), 40 acid (40 total damage).
Talent Infusion: Regeneration is ready to use.
Burning from Multi-hued drake hits Ted for (10 to ice), 15 fire (15 total damage).
Poison from Multi-hued drake hits Ted for (7 to ice), 11 nature (11 total damage).
Ted resists the stun!
Something hits Ted for (85 to ice), 128 lightning (128 total damage).
Ted misses Ted.
Ted's aura of power vanishes.
Ted recovers sight.
Ted stops burning.
Poison from Multi-hued drake hits Ted for (7 to ice), 11 nature (11 total damage).
Something hits Ted for (67 to ice), 101 fire (101 total damage).
Ted the level 27 higher arcane blade was slowly cooked to death by a greater multi-hued wyrm on level 7 of Dreadfell.