










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 | Cornac |
Class | Archmage |
Level / Exp | 25 / 59% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 25 on the 54th Regrowth 123rd year of Ascendancy at 09:06 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 19 (base 12) |
Constitution | 24 (base 20) |
Magic | 77 (base 55) |
Willpower | 52 (base 38) |
Cunning | 14 (base 12) |
Resources
Life | -143/468 |
Mana | 446/478 |
Equilibrium | 0 |
Healing Factor | 1.2572674059366 |
Regeneration | 2.5773981821701 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 9 |
Offense: Mainhand
Damage | 31 |
Accuracy | 22 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 8% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +53% |
Blight | +11% |
Mind | +15% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Lightning | +55% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 16 (57.718496631565%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 38 |
Mental Save | 34 |
Defense: Resistances
Lightning | + 42%( 70%) |
Darkness | + 32%( 70%) |
Cold | + 24%( 70%) |
Blight | + 30%( 70%) |
Mind | + 19%( 70%) |
Fire | + 28%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% 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. |
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 885% for 10 turns (56 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by AXEL. Escort: lost tinker (level 4 of Old Forest) | 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 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Willpower 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 fire dragon that dwelled there. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. 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 vial of wight ectoplasm. * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. 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 pouch of faeros ash. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within7 lumberjacks have died. | 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 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue -5% Resists +3% mind +12% darkness Mind.save +3 (+1 eff.) Max.HP +33.00 Disease- +20% ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +12 Mag dps ---------- Crit.mult +10.00% ----- def ----- Max.HP +43.00 ---------- misc Equi/ret +0.08 Max.hate +4.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% fire +9% mind ----- def ----- Defense +1 (+0 eff.) Resists +16% fire +3% mind +9% darkness A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ---------- misc Spell.cld 10% See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% lightning +9% fire Res.pen +20% lightning +15% fire Melee Ret 10 fire ----- def ----- Mind.save +8 (+4 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +12 (+4 eff.) Dmg.mod +24% lightning ----- def ----- Phys.save +9 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +5 Mind.save +7 (+3 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +6 Wil ----- def ----- Resists +8% blight +11% all Max.HP +45.00 HP.reg +1.80 Heal.mod +14% ---------- misc Mana/turn +0.13 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning ----- def ----- Armour +2 Defense +22 (+5 eff.) Resists +12% cold 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 358.00 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 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +6 (+1 eff.) Resists +20% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% light Acc +17 (+8 eff.) Apr +18 Melee Ret 6 light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +17 (+4 eff.) Resists +6% blight Spell.save +8 (+3 eff.) Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid Res.pen +10% light ----- def ----- Armour +8 Resists +5% arcane Spell.save +3 (+1 eff.) Mind.save +9 (+4 eff.) Max.HP +100.00 HP.reg +0.60 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 44.5 - 66.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 light On Crit.r2 +8 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil dps ---------- Phys.crit +12.0% Dmg.mod +6% nature Melee Ret 6 light ----- def ----- Resists +9% light Massive two-handed mauls. |
![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: dps ---------- Res.pen +10% blight ----- def ----- Armour +10 Resists +6% fire Spell.save +15 (+5 eff.) Max.HP +40.00 Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +44.00 HP.reg +1.90 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +8 Dex +2 Mag +5 Cun dps ---------- Res.pen +5% lightning Melee Ret 8 acid ----- def ----- Armour +10 Defense +13 (+3 eff.) Fatigue +8% Resists +9% lightning A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Max.HP +30.00 ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +1 Wil dps ---------- Res.pen +5% fire ----- def ----- Resists +6% nature Max.HP +30.00 ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Melee Ret 6 physical ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Phys.save +6 (+3 eff.) Max.HP +32.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Mag +7 Lck dps ---------- Dmg.mod +12% light ----- def ----- Armour +1 Resists +6% light +12% fire Stealth +6 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Res.pen +25% fire ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +7% acid +3% darkness +6% fire +9% cold +7% lightning ---------- misc See.Invis +9 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature Res.pen +5% light Melee Ret 6 light ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Max.HP +40.00 HP.reg +4.00 Cut- +20% 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 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +8 Dex dps ---------- Melee+ 11 darkness Dmg.mod +4% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +15% fire +9% darkness Mind.save +6 (+3 eff.) 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 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +11 Wil +6 Con dps ---------- Res.pen +20% mind +20% temporal ----- def ----- Armour +2 Fatigue +3% Disarm- +28% ---------- misc Light +2 Masteries +0.20 Technique/Grappling 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Resists +1% physical +12% light +11% darkness Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+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 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% nature +3% fire Max.HP +43.00 Confus- +10% ---------- misc Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T2 torque charm [Rare] Psionic While equipped: Stats +4 Cun +2 Con dps ---------- Mind.pwr +20 (+9 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +12 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.pwr +25 (+15 eff.) Res.pen +10% nature +20% physical Apr +2 ----- def ----- Defense +15 (+3 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By AXEL the Cornac Archmage level 20
17th Haze 122nd year of Ascendancy at 18:39 see stats
By AXEL the Cornac Archmage level 20
32nd Haze 122nd year of Ascendancy at 01:55 see stats
By AXEL the Cornac Archmage level 24
40th Regrowth 123rd year of Ascendancy at 04:31 see stats
By AXEL the Cornac Archmage level 10
7th Flare 122nd year of Ascendancy at 05:14 see stats
By AXEL the Cornac Archmage level 20
4th Haze 122nd year of Ascendancy at 06:47 see stats
By AXEL the Cornac Archmage level 20
21st Haze 122nd year of Ascendancy at 19:55 see stats
By AXEL the Cornac Archmage level 21
34th Haze 122nd year of Ascendancy at 07:37 see stats
By AXEL the Cornac Archmage level 13
20th Dusk 122nd year of Ascendancy at 11:16 see stats
By AXEL the Cornac Archmage level 23
64th Haze 122nd year of Ascendancy at 05:49 see stats
By AXEL the Cornac Archmage level 17
76th Dusk 122nd year of Ascendancy at 14:11 see stats
Log
AXEL casts Rune: Dissipation.
AXEL is free from the decrepitude disease.
Elven cultist casts Drain.
Elven cultist hits AXEL for (69 to time), 0 blight (0 total damage).
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Your time shield crumbles under the damage!
The fabric of time around AXEL stabilizes to normal.
The powerful time-altering energies generate a restoration field on AXEL.
Elven blood mage hits AXEL for (139 to time), (0 to ice), 1 blight (1 total damage).
Elven cultist activates his torque!
Elven corruptor casts Drain.
Elven cultist hits AXEL for (48 to ice), 73 mind (73 total damage).
Elven corruptor hits AXEL for (38 to ice), 57 blight (57 total damage).
Talent Lightning is ready to use.
AXEL performs a melee critical strike against AXEL!
Melee retaliation hits Iceblock for 18 fire damage.
AXEL hits Iceblock for 32 physical damage.
Elven blood mage casts Timeless.
Elven cultist casts Soul Rot.
Elven blood mage casts Blood Grasp.
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Elven blood mage receives 10 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits AXEL for (31 to ice), 47 blight (47 total damage).
Elven corruptor's Soul Rot hits AXEL for (74 to ice), 110 blight (110 total damage).
AXEL is free from the ice.
Elven cultist's Soul Rot hits AXEL for 114 blight damage.
AXEL the level 25 cornac archmage was debilitated by noxious blight before falling to death by an elven cultist on level 2 of Mark of the Spellblaze.