












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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 21 / 6% |
Size | medium |
Lifes / Deaths | Killed by Ittan at level 5 on the 77th Pyre 122nd year of Ascendancy at 19:21 0 / 6Killed by worm that walks at level 10 on the 1st Summertide 122nd year of Ascendancy at 19:47 Killed by Isiriatira the snow giant chieftain at level 18 on the 35th Haze 122nd year of Ascendancy at 23:41 Killed by Celia at level 19 on the 46th Haze 122nd year of Ascendancy at 13:09 Killed by Silema the slaver at level 21 on the 18th Regrowth 123rd year of Ascendancy at 05:21 Killed by Blood Master at level 21 on the 18th Regrowth 123rd year of Ascendancy at 18:48 |
Primary Stats
Strength | 35 (base 13) |
Dexterity | 33 (base 13) |
Constitution | 25 (base 10) |
Magic | 82 (base 50) |
Willpower | 32 (base 10) |
Cunning | 62 (base 36) |
Resources
Life | -60/573 |
Mana | 301/330 |
Stamina | 135/235 |
Healing Factor | 1.2745178243369 |
Regeneration | 5.4167007534319 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 79.05637520881 |
See Invisible | 83.05637520881 |
Offense: Mainhand
Damage | 42 |
Accuracy | 43 |
Crit Chance | 20% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 43 |
Crit Chance | 28% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +28% |
Light | +4% |
Temporal | +4% |
Lightning | +9% |
Physical | +5% |
Fire | +10% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +25% |
Mind | +5% |
Darkness | +9% |
Defense: Base
Armour (hardiness) | 33 (51.69962066283%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 35 |
Mental Save | 30 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 10%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 22%( 70%) |
Light | + 9%( 70%) |
Cold | + 6%( 70%) |
Fire | + 34%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 457 life over 5 turns. 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 physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 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 1106% for 10 turns (0 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 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 / Enhancement | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 6 mind ----- def ----- Armour +5 Defense +15 (+5 eff.) ---------- misc Stam/turn +1.00 Hate/m.crit +2.00 Max.stam +20.00 Infravis +2 A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 shot ammo [Rare] Master Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +3 Crit +5.0% Capacity 17 Ranged+ +12 mind On Hit.r1 +16 light On Crit.r2 +8 light On Hit: * 20% chance to reduce all saves and defense by 24 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +6% nature Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +3% mind +6% cold Spell.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +10% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 149.11 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +9% light Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +5% arcane Phys.save +12 (+6 eff.) Spell.save +9 (+5 eff.) Heal.mod +5% Disarm- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% lightning +12% darkness Res.pen +25% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +8 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +4% light +4% temporal +5% darkness +5% physical Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 nature On Crit.r2 +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +5 Dex +7 Mag +7 Wil +5 Cun +6 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +5% arcane +6% nature One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +11% darkness Res.pen +9% darkness ----- def ----- Armour +6 Defense +12 (+4 eff.) Resists +12% darkness Stealth +10 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +20% cold ----- def ----- Mind.save +6 (+3 eff.) Die.at -20.00 life Poison- +10% Confus- +10% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Cun +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +10% lightning Res.pen +15% acid Melee Ret 2 physical ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 mind On Hit: * 10% chance to reduce damage dealt by 20% * 19% chance to reduce all saves and defense by 24 While equipped: Stats +2 Mag +5 Wil +3 Cun ----- def ----- Resists +9% darkness Crit.chn- 15.00% ---------- misc See.Invis +3 Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% fire Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego++] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +7% physical Acc +9 (+3 eff.) Apr +9 Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Curse of Death 2 While equipped: dps ---------- Spell.crit +2% Dmg.mod +9% blight +6% cold ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +1.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 light Against +13% Undead On Hit.r1 +8 arcane On Crit.r2 +20 temporal +16 arcane +12 light While equipped: ----- def ----- Resists +5% arcane +3% temporal One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 nature +8 mind On Hit.r1 +16 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +5% lightning +5% mind One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +3% mind Melee Ret 4 darkness ---------- misc See.Invis +12 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 120% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +16 mind +8 light On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.16 Hate/m.crit +4.00 Sharp, short and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +25% nature +5% cold On Hit (Ranged): * 20% chance to slow global speed by 50% ----- def ----- Resists +9% light +6% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +5% acid +7% cold Max.HP +33.00 HP.reg +3.80 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +12% lightning +6% cold Max.HP +34.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Max.psi +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 +2 Cun +3 Con dps ---------- Dmg.mod +9% lightning Res.pen +10% cold ----- def ----- Armour +1 Phys.save +14 (+7 eff.) Mind.save +10 (+5 eff.) ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 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. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Wil +2 Mag dps ---------- Melee+ 13 darkness Dmg.mod +5% darkness Res.pen +10% nature Melee Ret 4 mind ----- def ----- Armour +2 Resists +5% darkness ---------- misc See.Invis +9 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. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Con dps ---------- Melee+ 7 nature Dmg.mod +5% nature On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +3 Resists +22% nature +6% light Phys.save +20 (+10 eff.) Spell.save +19 (+8 eff.) Mind.save +6 (+3 eff.) Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal Poison- +20% ---------- misc Stam/turn +2.00 A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 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 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 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 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Apr +3 ----- def ----- Armour +2 Max.HP +40.00 ---------- misc Stam/turn +1.00 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue -6% Resists +3% lightning +3% light +6% darkness +5% arcane Die.at -40.00 life Disease- +20% 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 245 acid damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Ittan the Cornac Arcane Blade level 11
16th Dusk 122nd year of Ascendancy at 23:39 see stats
By Ittan the Cornac Arcane Blade level 16
32nd Haze 122nd year of Ascendancy at 22:02 see stats
By Ittan the Cornac Arcane Blade level 18
35th Haze 122nd year of Ascendancy at 23:18 see stats
By Ittan the Cornac Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 13:33 see stats
By Ittan the Cornac Arcane Blade level 20
6th Allure 123rd year of Ascendancy at 11:27 see stats
By Ittan the Cornac Arcane Blade level 5
78th Pyre 122nd year of Ascendancy at 10:36 see stats
By Ittan the Cornac Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 07:39 see stats
Log
Ittan activates her Starwrecker!
Ittan hits Blood Master for 45 mind damage.
Blood Master is free from the weakness disease.
Blood Master's Beyond the Flesh performs a melee critical strike against Ittan!
Blood Master hits Ittan for 103 physical, 23 physical, 20 lightning (146 total damage).
Blood Master's Beyond the Flesh hits Ittan for 147 physical, 23 physical, 20 lightning (190 total damage).
Melee retaliation hits Blood Master for 1 mind, 1 arcane, 1 mind, 1 arcane (4 total damage).
Ittan uses Infusion: Regeneration.
Ittan starts regenerating health quickly.
Blood Master misses Ittan.
Blood Master's Beyond the Flesh hits Ittan for 83 physical, 23 physical, 20 lightning (126 total damage).
Melee retaliation hits Blood Master for 2 mind, 1 arcane (2 total damage).
Ittan is not stunned anymore.
Talent Lightning is ready to use.
Talent Arcane Strike is ready to use.
Blood Master uses Kinetic Leech.
Ittan shrugs off the effect 'Slow'!
Ittan casts Arcane Strike.
Ittan casts Lightning.
Blood Master reacts immediately after taking severe wounds!
Blood Master uses Mindlash.
Blood Master hits Ittan for 70 physical damage.
Ittan hits Blood Master for 50 arcane, (2 to psi shield), 2 nature, 168 lightning, 45 arcane, (2 to psi shield), 2 nature (267 total damage).
Blood Master's Beyond the Flesh hits Ittan for 103 physical, 23 physical, 20 lightning (146 total damage).
Melee retaliation hits Blood Master for 3 mind, 2 arcane (4 total damage).
Blood Master hits Ittan for 82 physical damage.
Melee retaliation hits Blood Master for 3 mind, 2 arcane (4 total damage).
Ittan the level 21 cornac arcane blade was crushed to death by Blood Master on level 3 of Ring of Blood.