











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 73% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 75th Pyre 122nd year of Ascendancy at 17:26 0 / 6Killed by Yvelaith the bandit at level 19 on the 79th Haze 122nd year of Ascendancy at 05:51 Killed by Salelle the gigantic corrosive tunneler at level 20 on the 7th Decay 122nd year of Ascendancy at 23:41 Killed by Shieldie at level 21 on the 8th Decay 122nd year of Ascendancy at 00:48 Killed by Zelogo the uruivellas at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 07:50 Killed by Zelogo the uruivellas at level 22 on the 2nd Wintertide 123rd year of Ascendancy at 08:22 |
Primary Stats
| Strength | 64 (base 51) |
| Dexterity | 48 (base 26) |
| Constitution | 38 (base 31) |
| Magic | 14 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 31 (base 10) |
Resources
| Life | -147/844 |
| Stamina | 238/258 |
| Healing Factor | 1.2102122670883 |
| Regeneration | 2.7229776009486 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.878701826468 |
| See Invisible | 31.878701826468 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 65 |
| Crit Chance | 30% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +10% |
| Physical | +19% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.235359554753 (100%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 30 |
| Physical Save | 43 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Temporal | + 17%( 70%) |
| Physical | + 22%( 70%) |
| Light | + 11%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 0% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (5/5)
| 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 345 life over 5 turns. Its effects scale with your Constitution 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Possessed. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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 bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed green worm. * '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.' | 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 within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belukira the pair of hardened leather boots (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +3 Cun +3 Con dps ---------- Dmg.mod +6% mind +7% physical Melee Ret 4 mind ----- def ----- Armour +5 Resists +9% temporal Disease- +20% ---------- misc Size +1 A pair of boots made of leather. |
| Light source | Bokogar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Phys.save +3 (+1 eff.) Max.HP +43.00 ---------- misc Hate/m.crit +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. |
| On head | iron helm 'Eledhevena' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Str +1 Dex +1 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Blind- +10% Confus- +10% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +2 Wil dps ---------- Melee+ 3 acid 4 fire 4 cold 3 lightning Acc +10 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Cun +1 Con dps ---------- Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 25 On Hit (Ranged): * 13% chance to reduce all saves and defense by 25 ----- def ----- Resists +2% physical Spell.save +11 (+6 eff.) Max.HP +20.00 Blind- +20% ---------- misc Hate/m.crit +1.00 Max.stam +12.00 Max.hate +5.00 Infravis +3 See.Stealth +5 See.Invis +5 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Emelith0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex +10 Wil +5 Cun dps ---------- Mind.pwr +5 (+2 eff.) Acc +14 (+3 eff.) ----- def ----- Defense +15 (+8 eff.) Mind.save +8 (+4 eff.) Max.HP +100.00 Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 30/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +14.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Bleakwild1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +5 Dex +7 Wil +4 Cun dps ---------- Phys.crit +10.0% Mind.crit +9% Apr +3 Melee Ret 8 darkness ----- def ----- Crit.chn- 10.00% A belt that goes around your waist. |
| In off hand | windwalling voratun shield (0 def, 10 armour, 177% power, 196 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 Melee+ +17 physical While equipped: Stats +1 Wil ----- def ----- Armour +10 Fatigue +8% Resists +12% physical Shield.near.proj +55 Proj.slow +21% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Zerohell (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Con dps ---------- Phys.pwr +30 (+7 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +3% light +1% physical Spell.save +6 (+3 eff.) ---------- misc Stam/turn +3.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Arirand' (0 def, 17 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% acid Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +17 Fatigue +14% Phys.save +8 (+3 eff.) Mind.save +14 (+7 eff.) Max.HP +29.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 140; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 580%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, light, cold, darkness, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 5 cold, 3 darkness, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Deepsmoon the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 10% chance to reduce armor by 18% ----- def ----- Resists +12% acid +11% temporal +10% light +12% darkness +6% physical Blind- +22% Pinning- +24% Knockbk- +26% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Yvamina the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +15.00% Res.pen +10% arcane Acc +4 (+1 eff.) ----- def ----- Defense +5 (+3 eff.) ---------- misc Stam/turn +3.00 Mana/turn +0.08 Rings make your fingers look great! |
copper ring 'Drugorin'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Cun +3 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +8 Phys.save +9 (+3 eff.) ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
magewarrior's short yew starstaff of greater warding (120% power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego++] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +7 (+1 eff.) Spell.pwr +14 (+10 eff.) Dmg.mod +20% physical Acc +8 (+2 eff.) ----- def ----- Armour +8 Defense +8 (+4 eff.) ---------- misc Wards +3 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Getidir' (120% power, 4 apr, temporal element) yew starstaff 'Getidir' (120% power, 4 apr, temporal element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+7 eff.) Dmg.mod +20% temporal ----- def ----- Defense +7 (+4 eff.) Resists +6% acid +15% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.77 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. |
balanced dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +35% Massive two-handed battleaxes. |
Eremoldir the Strikezeal (105% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +12 lightning While equipped: dps ---------- Res.pen +6% all Acc +6 (+1 eff.) Apr +5 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Die.at -20.00 life Heal.mod +5% Cut- +10% Teleport- +10% Sharp, long, and deadly. |
Quenchprophet (117% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 nature +12 cold While equipped: dps ---------- Res.pen +5% nature +15% cold Melee Ret 4 cold ----- def ----- Resists +9% cold Sharp, long, and deadly. |
iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword 'Hathigas' (107% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
acidic iron mace of massacre (117% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 117% 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 Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Blunt and deadly. |
Weepwarden (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 nature On Hit: * 20% chance to slow global speed by 51% While equipped: ----- def ----- Resists +3% light One-handed war axes. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 100% power, 22 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +37.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of leather. |
fortifying voratun mail armour of the deep (5 def, 12 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +6 Con ----- def ----- Armour +12 Defense +5 (+3 eff.) Fatigue +12% Resists +8% acid +15% cold Max.HP +79.00 ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating iron plate armour of command (6 def, 10 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +22% Mind.save +11 (+6 eff.) HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Mighty Girdle1.0 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. |
Elayalrawyn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight Spell.save +3 (+2 eff.) Die.at -20.00 life Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urtharim the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Dmg.mod +12% physical ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+5 eff.) Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourfiend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +9% mind Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness ---------- misc Hate/m.crit +1.00 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glareraider' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18% arcane Melee Ret 2 light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% light Crit.chn- 10.00% ---------- misc See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+5 eff.) 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. |
Elonne the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str dps ---------- Melee+ 7 darkness Dmg.mod +4% darkness +9% temporal Apr +3 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Def/telep +5 Res/telep +5% Dur/telep +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. |
clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Koryrion the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Disrupt While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +5% blight +5% nature +6% mind HP.reg +2.00 Blind- +10% Stun/Frz- +10% A cap made of leather. |
iron helm 'Squalorbearer' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% nature Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight Mind.save +3 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +0.90 Equi/ret +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 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. |
5 zircon0.0 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. |
aquamarine0.0 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. |
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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
192 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Demonspar the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% darkness Acc +15 (+4 eff.) ----- def ----- Armour +6 Fatigue -5% Resists +1% physical ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 374/400 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. |
Goserin [power 188] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Dex +3 Con Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to heal for 38. 100% to increase all damage by 14% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Shieldie the Cornac Bulwark level 9
54th Dusk 122nd year of Ascendancy at 20:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shieldie the Cornac Bulwark level 19
61st Haze 122nd year of Ascendancy at 22:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shieldie the Cornac Bulwark level 10
56th Dusk 122nd year of Ascendancy at 00:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shieldie the Cornac Bulwark level 20
79th Haze 122nd year of Ascendancy at 19:43 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Shieldie the Cornac Bulwark level 20
79th Haze 122nd year of Ascendancy at 22:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shieldie the Cornac Bulwark level 20
6th Decay 122nd year of Ascendancy at 19:25 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Shieldie the Cornac Bulwark level 19
38th Haze 122nd year of Ascendancy at 14:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shieldie the Cornac Bulwark level 8
51st Dusk 122nd year of Ascendancy at 06:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shieldie the Cornac Bulwark level 13
16th Haze 122nd year of Ascendancy at 13:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shieldie the Cornac Bulwark level 17
26th Haze 122nd year of Ascendancy at 12:03 see stats
Log
Zelogo the uruivellas receives 27 healing from Deadly Poison from Zelogo the uruivellas.
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Zelogo the uruivellas uses Battle Call.
Shieldie is called to battle!
Zelogo the uruivellas shoots!
Talent Bleeding Edge is ready to use.
Shieldie HEALS from nature damage!
Deep Wound from Zelogo the uruivellas hits Shieldie for 36 physical damage.
Deadly Poison from Zelogo the uruivellas hits Shieldie for 66 nature, 8 healing (66 total damage) [8 healing].
Zelogo the uruivellas receives 27 healing from Deadly Poison from Zelogo the uruivellas.
Zelogo the uruivellas's Shoot hits Shieldie for 50 physical damage.
Zelogo the uruivellas shoots!
Poison bursts out of Shieldie's corpse!
Shieldie's deep wound closes.
Shieldie is not crippled anymore.
Talent Block is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Repulsion is ready to use.
Deadly Poison from Zelogo the uruivellas hits Shieldie for 66 nature damage.
Zelogo the uruivellas receives 27 healing from Deadly Poison from Zelogo the uruivellas.
Zelogo the uruivellas's Shoot hits Shieldie for 49 physical damage.
Shieldie the level 22 cornac bulwark was slimed to death by Zelogo the uruivellas on level 1 of The Maze.






























































































