











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Alchemist |
| Level / Exp | 15 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by black crystal at level 2 on the 74th Pyre 122nd year of Ascendancy at 22:18 0 / 6Killed by elven mage at level 7 on the 79th Pyre 122nd year of Ascendancy at 17:31 Killed by venom drake hatchling at level 9 on the 8th Mirth 122nd year of Ascendancy at 23:21 Killed by golem (servant of Iosh) at level 13 on the 10th Dusk 122nd year of Ascendancy at 00:30 Killed by Piorian the Bringer of Doom at level 14 on the 17th Dusk 122nd year of Ascendancy at 03:24 Killed by golem (servant of Iosh) at level 15 on the 17th Dusk 122nd year of Ascendancy at 19:15 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 26 (base 13) |
| Magic | 54 (base 40) |
| Willpower | 17 (base 11) |
| Cunning | 34 (base 24) |
Resources
| Life | -19/301 |
| Mana | 195/233 |
| Healing Factor | 1.3316586254954 |
| Regeneration | 2.7299001822656 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 10 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Blight | +13% |
| Arcane | +14% |
| Cold | +10% |
| All | 0% |
| Darkness | +9% |
| Light | +10% |
| Physical | +3% |
| Fire | +12% |
| Lightning | +4% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +10% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (35.65183292883%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 49%( 70%) |
| Acid | + 43%( 70%) |
| Light | + 37%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 56%( 70%) |
| Arcane | + 20%( 70%) |
| Fire | + 47%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 406% 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. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed honey tree root. * You've found the needed orc heart. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Phoenixbiter (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +2 Mag +3 Wil +3 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | 186 alchemist agate0.0 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. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Lightningclash (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid +12% fire Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +18% fire A pointy cloth hat, very wizardly... |
| Tool | piercing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Ce'Nytira the Voidworm1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +9% darkness Res.pen +5% darkness Melee Ret 2 arcane ----- def ----- Resists +3% darkness HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
| In main hand | potent elm vilestaff of might (13-16 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 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 +7% Spell.pwr +6 (+2 eff.) Dmg.mod +13% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Umbrapulverizer the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +3% physical Res.pen +5% darkness Apr +2 ----- def ----- Armour +1 Resists +17% lightning +3% fire Crit.chn- 5.00% 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 | mindwoven linen robe of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Delentir' (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Con dps ---------- Crit.mult +5.00% Res.pen +5% physical ----- def ----- Armour +6 Defense +11 (+5 eff.) Resists +11% 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 | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 18%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 22%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 3; phase 12; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 98; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing steel amulet of murder0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+6 eff.) Apr +11 ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +26% Amulets make your neck look great! |
marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+4 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
chilling steel battleaxe of massacre (30-45 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 cold Massive two-handed battleaxes. |
steel battleaxe of massacre (32-47 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
balanced steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
arcing voratun greatsword of massacre (70-111 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Power 69.5 - 111.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Massive two-handed swords. |
iron greatsword 'Bethubeth' (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 17.5 - 28.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +12 mind On Hit: * 24 arcane resource burn * 10% chance to slow global speed by 41% While equipped: ----- def ----- Resists +6% blight +9% temporal +3% mind Massive two-handed swords. |
steel greatsword of crippling (20-33 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 20.5 - 32.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
Dairefast the Rainsever4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +16 cold While equipped: Stats +4 Str +3 Dex dps ---------- Phys.pwr +8 (+7 eff.) Res.pen +15% cold ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +12 Con +12 Wil ----- def ----- Max.HP +57.00 Longbows are used to shoot arrows at your foes. |
chilling steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold Sharp, long, and deadly. |
steel longsword of erosion (18-24 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
hateful mossy mindstar of gales (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +5% lightning +5% physical +5% darkness +5% cold +5% mind Res.pen +6% mind +6% darkness ----- def ----- Defense +7 (+3 eff.) Pinning- +15% ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar 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. |
cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Shoot [Ego] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: ----- def ----- Resists +7% acid +9% lightning +8% cold +8% fire +3% all Spell.save +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +7% all Acc +8 (+8 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 123.39 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (247). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
runic iron steamgun of life draining4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 draining blight On Hit: 10% Arcane Vortex 1 Uses 2.0 Steam While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Chogund the Nimbusreeve (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind +13% fire Melee Ret 6 lightning ----- def ----- Resists +19% fire +9% all ---------- misc Max.hate +6.00 Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +8% all ----- def ----- Resists +6% lightning +6% darkness +8% light +6% blight +6% fire +6% cold +9% all Phys.save +12 (+6 eff.) Spell.save +23 (+11 eff.) Mind.save +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of frost (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +12% darkness +15% cold +11% mind +9% all Phys.save +11 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +24 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +6% lightning +5% temporal Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Xerymira the Frigidwaker (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +1 Mag +3 Wil +4 Cun +7 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Armour +2 Resists +6% acid +6% cold Disarm- +27% ---------- misc Masteries +0.20 Technique/Grappling 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. |
rough leather cap 'Relgichak' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane A cap made of leather. |
prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire +11% light +11% darkness A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% cold +12% light +12% darkness A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning +11% light +12% darkness A suit of armour made of mail. |
rejuvenating steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning HP.reg +2.90 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.70 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
crackling steel shield (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
arcing quiver of ash arrows of daylight (14/14, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Ranged+ +11 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of ash arrows of paradox (45/45, 20-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 45 Ranged+ +14 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
7 agate0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
20 spinel0.0 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bokudar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Acc +5 (+5 eff.) ----- def ----- Resists +1% physical Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 102.58 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.58 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
deadly pouch of iron shots (17/17, 20-25 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
hateful pouch of steel shots (16/18, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego+] Psionic Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +6 darkness Against +9% Living Shots are used with slings to pummel your foes to death. |
14 ametrine0.0 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
22 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Iosh the Shalore Alchemist level 14
17th Dusk 122nd year of Ascendancy at 05:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Iosh the Shalore Alchemist level 13
2nd Dusk 122nd year of Ascendancy at 14:04 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Iosh the Shalore Alchemist level 10
10th Mirth 122nd year of Ascendancy at 04:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Iosh the Shalore Alchemist level 14
14th Dusk 122nd year of Ascendancy at 09:17 see stats
Log
Z'quikzshl the skeletal mold loses 7 health to the entropy.
golem (servant of Iosh) misses Z'quikzshl the skeletal mold.
Z'quikzshl the skeletal mold loses 7 health to the entropy.
golem (servant of Iosh) misses Z'quikzshl the skeletal mold.
Z'quikzshl the skeletal mold uses Grab.
Golem (servant of Iosh) is pinned to the ground.
Z'quikzshl the skeletal mold hits golem (servant of Iosh) for 10 physical damage.
Z'quikzshl the skeletal mold loses 7 health to the entropy.
Z'quikzshl the skeletal mold has temporarily forgotten Rotting Disease for 2 turns!
golem (servant of Iosh) hits Z'quikzshl the skeletal mold for 39 physical damage.
Z'quikzshl the skeletal mold loses 7 health to the entropy.
Z'quikzshl the skeletal mold performs a diseased attack against golem (servant of Iosh).
Golem (servant of Iosh) resists the disease!
Z'quikzshl the skeletal mold hits golem (servant of Iosh) for 11 physical damage.
golem (servant of Iosh) hits Z'quikzshl the skeletal mold for 40 physical damage.
Z'quikzshl the skeletal mold loses 7 health to the entropy.
golem (servant of Iosh) hits Z'quikzshl the skeletal mold for 39 physical damage.
Z'quikzshl the skeletal mold casts Accelerate.
Z'quikzshl the skeletal mold is moving at extreme speed!
Z'quikzshl the skeletal mold's is no longer wasting away.
Golem (servant of Iosh) uses Self-destruction.
Z'quikzshl the skeletal mold's void star absorbs the damage from golem (servant of Iosh), converting it into entropy!
Z'quikzshl the skeletal mold is wasting away!
Character control switched to Iosh.





























































































