











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 30 / 42% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nonne the bandit lord at level 18 on the 10th Haze 122nd year of Ascendancy at 17:02 / 2Killed by The Divine Writhing Mass at level 30 on the 43rd Pyre 123rd year of Ascendancy at 10:10 |
Primary Stats
Strength | 47 (base 15) |
Dexterity | 45 (base 31) |
Constitution | 51 (base 31) |
Magic | 98 (base 55) |
Willpower | 28 (base 10) |
Cunning | 48 (base 20) |
Resources
Life | -279/763 |
Mana | 117/424 |
Stamina | 79/232 |
Healing Factor | 1.5040316950179 |
Regeneration | 7.7457632293419 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 55 |
Accuracy | 56 |
Crit Chance | 25% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 56 |
Crit Chance | 30% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +3% |
Arcane | +12% |
Cold | +21% |
All | 0% |
Lightning | +39% |
Light | +15% |
Physical | +10% |
Mind | +9% |
Offense: Damage Penetration
Light | +30% |
Arcane | +40% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 36 (62.946778433524%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 49 |
Mental Save | 39 |
Defense: Resistances
Acid | + 22%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 35%( 70%) |
All | + 19%( 70%) |
Lightning | + 42%( 70%) |
Light | + 24%( 70%) |
Physical | + 39%( 70%) |
Fire | + 26%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
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 399 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 719% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by fox. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | 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 Shardskin. * 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 |
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. | 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: * '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 xorn fragment. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. * You've found the needed green worm. 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 hummerhorn wing. * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold +3% light +6% mind Res.pen +5% light ----- def ----- Resists +6% light 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 7 arcane 5 lightning Dmg.mod +3% arcane +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +7% lightning 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. |
Tool | ![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% blight ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.mana +40.00 Fire a magical bolt dealing 160 fire damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 11% for 2 turns. 100% to reduce fatigue by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 17 light Ranged+ 12 light Dmg.mod +12% light ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% arcane Res.pen +15% arcane +15% fire ----- def ----- Resists +9% fire Spell.save +3 (+1 eff.) ---------- misc Max.mana +20.00 Rings make your fingers look great! |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun +4 Con dps ---------- Spell.crit +12% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +20% lightning ----- def ----- Crit.chn- 10.00% HP.reg +4.90 Heal.mod +22% Stun/Frz- +20% ---------- 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] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 4 physical ----- def ----- Mind.save +6 (+2 eff.) Max.HP +30.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +2 Mag +2 Wil +1 Cun dps ---------- Crit.mult +16.00% Dmg.mod +3% acid Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +2 (+1 eff.) Resists +3% acid Crit.chn- 15.00% Stealth +6 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] Nature While equipped: dps ---------- Dmg.mod +14% lightning Acc +5 (+1 eff.) ----- def ----- Armour +14 Resists +21% lightning +4% physical +9% all Die.at -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -165 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 330 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 262.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 533 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +7 Con dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +6% mind Acc +20 (+5 eff.) Melee Ret 6 mind ----- def ----- Resists +9% darkness ---------- misc Max.psi +50.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +9 Wil +13 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +7 Dmg.mod +25% fire ----- def ----- Resists +9% darkness +8% temporal Def/telep +16 Res/telep +15% Dur/telep +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +39% acid +15% arcane +6% darkness Res.pen +15% arcane Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +13 (+4 eff.) Resists +5% arcane ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 102.60 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 T4 greatmaul 2H weapon [Ego+] Nature/Disrupt Power 51.0 - 76.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Against +14% Unnatural On Crit.r2 +17 acid +37 nature While equipped: Stats +5 Wil dps ---------- Res.pen +19% acid +19% nature Apr +19 Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Rare] Arcane Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +5.0% Atk.spd 100% Phasing +19% Melee+ +20 mind While equipped: dps ---------- Mind.crit +8% Dmg.mod +9% mind +9% cold Res.pen +20% lightning +15% mind ---------- misc Max.hate +4.00 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Nature Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +10 Mag +7 Wil +8 Cun +8 Con Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +35 lightning +28 cold While equipped: dps ---------- Mov.spd +35% Res.pen +15% lightning +19% cold Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Normal] Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +18% lightning Acc +13 (+4 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +6% acid +9% blight +12% darkness +12% lightning Spell.save +9 (+3 eff.) Disarm- +42% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +9 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 On Crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 While equipped: dps ---------- Res.pen +9% physical Acc +8 (+2 eff.) Apr +6 ----- def ----- Resists +6% cold Sharp, short and deadly. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +5.0% Acc +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +17% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 39% ----- def ----- Armour +8 Fatigue +8% Resists +14% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +14 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +10% darkness +10% mind +7% all Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+8 eff.) Max.HP +43.00 HP.reg +1.80 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Mag ----- def ----- Resists +6% lightning +6% temporal +5% arcane Crit.chn- 5.00% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% cold +3% light Res.pen +15% lightning +5% cold ----- def ----- Defense +8 (+2 eff.) Resists +9% lightning Stealth +6 A belt that goes around your waist. |
![]() 2.0 T5 head armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% Resists +14% cold +4% all Phys.save +9 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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. |
![]() 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+7 eff.) Res.pen +5% mind ----- def ----- Fatigue -5% ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 297 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +7 Wil +6 Mag dps ---------- Dmg.mod +6% arcane Res.pen +25% arcane Melee Ret 6 nature ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 133 lightning damage and will be dazed for 1 turn (669 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Arcane Blade the Shalore Arcane Blade level 20
23rd Haze 122nd year of Ascendancy at 11:38 see stats
By Arcane Blade the Shalore Arcane Blade level 19
12nd Haze 122nd year of Ascendancy at 19:39 see stats
By Arcane Blade the Shalore Arcane Blade level 27
47th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Arcane Blade the Shalore Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 06:42 see stats
By Arcane Blade the Shalore Arcane Blade level 20
15th Haze 122nd year of Ascendancy at 01:42 see stats
By Arcane Blade the Shalore Arcane Blade level 30
38th Pyre 123rd year of Ascendancy at 03:50 see stats
By Arcane Blade the Shalore Arcane Blade level 25
15th Regrowth 123rd year of Ascendancy at 06:14 see stats
By Arcane Blade the Shalore Arcane Blade level 18
11st Haze 122nd year of Ascendancy at 13:49 see stats
By Arcane Blade the Shalore Arcane Blade level 11
6th Dusk 122nd year of Ascendancy at 13:29 see stats
By Arcane Blade the Shalore Arcane Blade level 24
5th Decay 122nd year of Ascendancy at 07:20 see stats
By Arcane Blade the Shalore Arcane Blade level 16
73rd Dusk 122nd year of Ascendancy at 06:12 see stats
By Arcane Blade the Shalore Arcane Blade level 26
41st Regrowth 123rd year of Ascendancy at 02:14 see stats
By Arcane Blade the Shalore Arcane Blade level 16
67th Dusk 122nd year of Ascendancy at 03:09 see stats
By Arcane Blade the Shalore Arcane Blade level 18
10th Haze 122nd year of Ascendancy at 17:02 see stats
Log
Talent Dual Strike is ready to use.
Arcane Blade teleports some damage to The Divine Writhing Mass!
Arcane Blade killed Corrupted protoplasmic controller!
Dark Whispers from The Divine Writhing Mass hits The Divine Writhing Mass for 5 teleported damage.
Dark Whispers from The Divine Writhing Mass hits Arcane Blade for (5 teleported), 25 darkness (25 total damage).
Osmosis Shield hits The Divine Writhing Mass for (5 turned into osmosis) damage.
The Divine Writhing Mass casts Terminus.
Malyu regains their strength.
Arcane Blade is recovering from the damage!
Arcane Blade regains their strength.
The Divine Writhing Mass uses Shield Pummel.
Arcane Blade is stunned!
The Divine Writhing Mass hits Malyu for 197 temporal, 156 temporal (354 total damage).
The Divine Writhing Mass hits Arcane Blade for 78 temporal, 145 temporal, 81 physical, 7 cold, 116 physical, 14 cold (440 total damage).
Melee retaliation hits The Divine Writhing Mass for (1 turned into osmosis), 1 physical, (1 turned into osmosis), 1 physical (2 total damage).
The Divine Writhing Mass is less impervious to physical effects.
The Divine Writhing Mass receives 28 healing.
Dark Whispers from The Divine Writhing Mass hits Malyu for 28 darkness damage.
The Divine Writhing Mass casts Dark Whispers.
Malyu uses Infusion: Regeneration.
Malyu starts regenerating health quickly.
LIFE LOST WARNING!
Arcane Blade casts Phase Door.
Dark Whispers from The Divine Writhing Mass hits Arcane Blade for 51 darkness damage.
The Divine Writhing Mass receives 19 healing.
Dark Whispers from The Divine Writhing Mass hits Malyu for 30 darkness damage.
The Divine Writhing Mass casts Bone Spear.
The Divine Writhing Mass hits Arcane Blade for 242 physical damage.
Arcane Blade the level 30 shalore arcane blade was splattered to death by The Divine Writhing Mass on level 1 of The Godfeaster.