










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! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 18 / 70% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 2 on the 2nd Flare 122nd year of Ascendancy at 00:57 0 / 7Killed by The Withering Thing at level 2 on the 2nd Flare 122nd year of Ascendancy at 01:13 Killed by giant venus flytrap at level 9 on the 32nd Dusk 122nd year of Ascendancy at 05:59 Killed by arcane crystal at level 9 on the 32nd Dusk 122nd year of Ascendancy at 11:26 Killed by gwelgoroth at level 18 on the 18th Regrowth 123rd year of Ascendancy at 01:36 Killed by Urkis, the High Tempest at level 18 on the 20th Regrowth 123rd year of Ascendancy at 18:05 Killed by Urkis, the High Tempest at level 18 on the 20th Regrowth 123rd year of Ascendancy at 18:12 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 18 (base 16) |
Magic | 48 (base 46) |
Willpower | 46 (base 30) |
Cunning | 17 (base 11) |
Resources
Life | -3/237 |
Mana | 406/439 |
Healing Factor | 1.3211363549268 |
Regeneration | 0.33028408873169 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
Offense: Mainhand
Damage | 23 |
Accuracy | 5 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Darkness | +21% |
Light | +30% |
Temporal | +15% |
Nature | +13% |
Arcane | +9% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 13%( 70%) |
Light | + 38%( 70%) |
Nature | + 50%( 70%) |
Blight | + 26%( 70%) |
Cold | + 67%( 70%) |
Fire | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Silence Resistance | 21% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (64 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 2/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 |
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 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | 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 sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 4 of Old Forest) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
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). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed red crystal shard. | active |
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 |
Equipment
On feet | ![]() Rholdil the pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes resistances: +6%(-) darkness / +3%(-) light Reduces incoming crit damage: 5.00% (-) Silence immunity: +21% (-) Confusion immunity: +21% (-) Stun/Freeze immunity: +21% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A pair of boots made of leather. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower) Activation costs 10 power out of 10/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Cobraqueller (21 def, 2 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 (-) Armour: +2 (-) Defense: +21 (+20 eff.) (-) Damage when hit (Melee): 2(-) nature Changes resistances: +3%(-) cold Psi each turn: +0.13 (-) Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +3% (-) A pointy cloth hat, very wizardly... |
Tool | ![]() Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 8/9) : Effective talent level: 2.6 Power cost: 9 out of 8/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 158.39 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | ![]() psionicist's steel ring of frost (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) cold Changes damage: +10%(-) cold Mental save: +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 mind Changes stats: +1(-2) Wil / +2 Con Changes resistances: +26% nature / +0%(-20%) cold Changes damage: +0%(-10%) cold / +13% nature / +9% arcane Maximum encumbrance: +24 Physical save: +4 (+4 eff.) Spell save: +3 (+2 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Spell crit. chance: +2% Can be unequipped or rerolled. It can be used to 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 Activation costs 1 power out of 1/1. "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? Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Eclipse (18-22 power, 4 apr, darkness element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) darkness / +15%(-) physical / +15%(-) light / +15%(-) temporal Talents cooldown: Twilight (-1(-) turn) Moonlight Ray (-1(-) turn) Searing Light (-1(-) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 (-) N.Energy each turn: +0.10 (-) Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +8% (-) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | ![]() spellstreaming hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Mana each turn: +0.16 (-) Spellpower: +9 (+3 eff.) (-) Spell crit. chance: +3% (-) 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 | ![]() stargazer's linen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2(-) Cun Changes resistances: +7%(-) all Changes damage: +5%(-) light / +6%(-) darkness Mana each turn: +0.12 (-) Maximum mana: +40.00 (-) Spellpower: +23 (+7 eff.) (-) Spell crit. chance: +12% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() thick linen cloak of mindcraft (1 def, 6 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +10%(-) cold Mental crit. chance: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() insulating steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +10%(-) fire / +12%(-) cold Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 194 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() copper ring of nature (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +20% nature / +0%(-20%) cold Changes damage: +10% nature / +0%(-10%) cold Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4(+1) Wil Changes resistances: +0%(-20%) cold Changes damage: +0%(-10%) cold Mental save: +8 (+4 eff.) (+2 (+1 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's copper ring of blight (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +3 Mag Changes resistances: +10% blight / +0%(-20%) cold Changes damage: +10% blight / +0%(-10%) cold Spell save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-6.0 - -6.0) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) darkness / +0%(-15%) physical / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talent granted: +0(+-1) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-8%) Sharp, short and deadly. |
![]() This item will automatically be transmogrified when you leave the level. gifted vined mindstar of clarity (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-13.0 - -16.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) darkness / +0%(-15%) physical / +0%(-15%) light / +0%(-15%) temporal Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Mental save: +2 (+1 eff.) P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Maximum psi: +15.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% lightning / +0%(-15%) temporal / +0%(-15%) light / +0%(-15%) darkness / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +6 (+2 eff.) (-6 (-2 eff.)) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) temporal / +0%(-15%) light / +15% blight / +0%(-15%) darkness / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +6 (+2 eff.) (-6 (-2 eff.)) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) light / +0%(-15%) temporal / +15%(-) darkness / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +6 (+2 eff.) (-6 (-2 eff.)) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. |
![]() cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +0%(-15%) light / +0%(-15%) temporal / +15%(-) darkness / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +6 (+2 eff.) (-6 (-2 eff.)) Spell crit. chance: +7% (-1%) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 110.35 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. |
![]() elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) darkness / +0%(-15%) temporal / +10%(-5%) light / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +3 (+1 eff.) (-9 (-3 eff.)) Spell crit. chance: +1% (-7%) Staves designed for wielders of magic, by the greats of the art. |
![]() elm starstaff of illumination (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +0%(-15%) light / +0%(-15%) temporal / +10%(-5%) darkness / +0%(-15%) physical Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +3 (+1 eff.) (-9 (-3 eff.)) Spell crit. chance: +1% (-7%) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 149.58 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. |
![]() linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +0%(-10%) cold Mental crit. chance: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick linen cloak of Eldoral (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-1) Defense: +1 (+1 eff.) (-) Changes stats: +1 Dex / +0(-3) Wil / +2(-1) Cun Changes resistances: +11%(+1%) cold Mental crit. chance: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +7%(-) all Changes damage: +0%(-5%) light / +0%(-6%) darkness Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-23 (-7 eff.)) Spell crit. chance: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe of corrosion (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +18% acid / +7%(-) all Changes damage: +12% acid / +0%(-5%) light / +0%(-6%) darkness Mental save: +16 (+8 eff.) Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-23 (-7 eff.)) Spell crit. chance: +0% (-12%) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +7%(-) all Changes damage: +0%(-6%) darkness / +11% arcane / +0%(-5%) light Mana each turn: +0.00 (-0.12) Maximum mana: +15.00 (-25.00) Spellpower: +0 (+0 eff.) (-23 (-7 eff.)) Spell crit. chance: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe of protection (3 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +0(-2) Cun Changes resistances: +9%(+2%) all Changes damage: +0%(-5%) light / +0%(-6%) darkness Physical save: +15 (+11 eff.) Spell save: +15 (+8 eff.) Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-40.00) Spellpower: +3 (+1 eff.) (-20 (-6 eff.)) Spell crit. chance: +2% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-2) Cun / +2 Con Changes resistances: +9%(+2%) all Changes damage: +0%(-6%) darkness / +7% nature / +0%(-5%) light Poison immunity: +24% Disease immunity: +20% Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-23 (-7 eff.)) Spell crit. chance: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Tundrashaper' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +2 Mag / +5 Wil / +5 Cun Changes resistances: +8% darkness Changes damage: +8% darkness / +6% cold Mana each turn: +0.00 (-0.16) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
![]() This item will automatically be transmogrified when you leave the level. cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +0(-2) Cun Changes resistances: +0%(-7%) all Changes damage: +0%(-5%) light / +0%(-6%) darkness Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-23 (-7 eff.)) Spell crit. chance: +0% (-12%) A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Chunaridas the Shimmerwreck Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +6% mind / +0%(-30%) light Changes damage: +6% lightning / +0%(-10%) light Knockback immunity: +10% Maximum life: +42.00 Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
![]() bright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes stats: +3 Wil Changes resistances: +0%(-30%) light Changes damage: +5% mind / +0%(-10%) light Light radius: +5 (-) Healing mod.: +0% (-10%) 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ahduren the Shalore Archmage level 15
36th Haze 122nd year of Ascendancy at 13:14 see stats
By Ahduren the Shalore Archmage level 18
18th Regrowth 123rd year of Ascendancy at 01:36 see stats
By Ahduren the Shalore Archmage level 10
32nd Dusk 122nd year of Ascendancy at 14:50 see stats
By Ahduren the Shalore Archmage level 18
20th Regrowth 123rd year of Ascendancy at 18:05 see stats
Log
Saving done.
Ahduren casts Rune: Reflection Shield.
A shield forms around Ahduren.
Talent Manathrust is ready to use.
Ahduren casts Manathrust.
Ahduren's spell attains critical power!
Urkis, the High Tempest casts Lightning.
Ahduren resists!
Ahduren reflects damage back to Urkis, the High Tempest!
Ahduren hits Urkis, the High Tempest for 176 arcane, 275 reflected (450 total damage).
Urkis, the High Tempest hits Ahduren for (275 absorbed), 0 lightning (0 total damage).
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest receives 236 healing.
Urkis, the High Tempest casts Shock.
Talent Manathrust is ready to use.
Your shield crumbles under the damage!
The shield around Ahduren crumbles.
Ahduren reflects damage back to Urkis, the High Tempest!
Ahduren hits Urkis, the High Tempest for 65 reflected damage.
Urkis, the High Tempest's Shock hits Ahduren for (65 absorbed), 163 lightning (163 total damage).
Ahduren is dazed!
Ahduren casts Arcane Reconstruction.
Urkis, the High Tempest casts Lightning.
Ahduren receives 429 healing.
Urkis, the High Tempest hits Ahduren for 239 lightning damage.
Ahduren the level 18 shalore archmage was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.