










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 19 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Salivena the wolf at level 6 on the 78th Pyre 122nd year of Ascendancy at 17:48 0 / 6Killed by skeleton magus at level 8 on the 2nd Mirth 122nd year of Ascendancy at 18:44 Killed by bloated horror at level 9 on the 40th Dusk 122nd year of Ascendancy at 15:47 Killed by Elimina the skeleton warrior at level 10 on the 41st Dusk 122nd year of Ascendancy at 00:30 Killed by Poronne the thief at level 19 on the 32nd Haze 122nd year of Ascendancy at 08:57 Killed by Yveleba the thief at level 19 on the 35th Haze 122nd year of Ascendancy at 02:18 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 15 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 70 (base 47) |
| Willpower | 64 (base 35) |
| Cunning | 30 (base 11) |
Resources
| Life | -45/425 |
| Mana | 63/506 |
| Healing Factor | 1.2011363549268 |
| Regeneration | 4.5042613309755 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 21 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Acid | +6% |
| Light | +11% |
| Lightning | +11% |
| Cold | +18% |
| Arcane | +15% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 42 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Lightning | + 22%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 26%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 288 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 92 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1029% for 10 turns (51 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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. | active |
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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * You've found the needed red crystal shard. | 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 |
Equipment
| On feet | Emitta the Frozenmark (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun offense ------ Damage +12% cold defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +2% Crit Resistance 15.00% Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +5 (+3 eff.) other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chargevalor1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning defense ------ Resistance +3% cold +9% fire Crit Resistance 15.00% Physical save +8 (+4 eff.) Life +80.00 Healmod +13% other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hailseam the linen wizard hat (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Con offense ------ Damage +11% lightning Ignore resists +25% cold defense ------ Defense +11 (+6 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | sneakthief's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +6 Cun offense ------ On-Hit 12 light On-Ranged-Hit 15 light Damage +11% light Accuracy +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | pixie's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Mag offense ------ Spellpower +7 (+2 eff.) Accuracy +9 (+4 eff.) Ignore Armor +8 defense ------ Defense +11 (+6 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | noble's rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +7 Wil +3 Cun offense ------ Spell Crit +4% Against +15% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
| In main hand | cruel ash magestaff of wizardry (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +8% Critical power +11.00% Spellpower +8 (+2 eff.) Damage +15% arcane other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | sand hardened leather gloves of regeneration (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 7 physical Damage +5% physical defense ------ Armor +9 Life Regen +1.50 other ------- Stamina/turn +0.70 Psi/turn +0.10 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 | spellwoven linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +6% acid +6% physical +5% fire +6% cold defense ------ Resistance +10% acid +11% physical +11% fire +11% cold +7% all Spell save +15 (+5 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Zubemida' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun +6 Con offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Life +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the duelist (speed 521%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 521% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 161; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 315; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 5 turns. 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. Press to compare to your current inscriptions |
savior's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +11 (+6 eff.) Confus Resist +21% Rings make your fingers look great! |
rogue's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% fire defense ------ Defense +6 (+3 eff.) Resistance +20% fire Rings make your fingers look great! |
elm magestaff of illumination (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane defense ------ Defense +5 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 92.97 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. |
potent elm vilestaff of warding (13-16 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +13% darkness defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted ash vilestaff of protection (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +8 (+2 eff.) Damage +15% fire defense ------ Resistance +8% fire other ------- Vim-on-crit +2.00 Max vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel greatmaul of crippling (31-46 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed mauls. |
chilling steel mace of massacre (18-26 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 cold Blunt and deadly. |
Strikefame (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +16 lightning On-crit, radius 2 +8 lightning While equipped: Stats +2 Cun +4 Con offense ------ Physical Power +7 (+7 eff.) Ignore resists +8% physical defense ------ Disarm Resist +14% other ------- Light +3 Infravision +3 One-handed war axes. |
manaburning steel waraxe of evisceration (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego+] Disrupt/Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 12 arcane resource burn On Critical: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+7 eff.) One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
barbed quiver of ash arrows (17/17, 29-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Master Weapon Damage 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 17 On Critical: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed pouch of steel shots (20/20, 24-29 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Master Weapon Damage 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 20 On Critical: * Wound the target dealing 16 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
self-loading pouch of steel shots of accuracy (20/20, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 20 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
Coalzeal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% fire +5% arcane +6% darkness Healmod +20% Blind Resist +20% Disease Resist +20% A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% blight +12% nature +18% acid A suit of armour made of mail. |
rejuvenating steel plate armour of clarity (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Nature/Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% mind Mind save +13 (+7 eff.) Life Regen +3.40 other ------- Stamina/turn +1.10 A suit of armour made of metal plates. |
Camekor the Daysweeper (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +3% light When Hit 2 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Defense +1 (+1 eff.) Resistance +3% light Life +32.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Fulogodil' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Wil +1 Cun +3 Con defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Skyglory' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% mind Ignore resists +10% arcane +20% mind When Hit 4 lightning defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Obsidianrune (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag +2 Cun +3 Con offense ------ Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +7 Fatigue +2% Resistance +7% acid +5% fire +7% lightning +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 nature Damage +3% nature defense ------ Armor +1 Resistance +6% nature 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. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+6 eff.) Accuracy +6 (+3 eff.) Ignore Armor +7 When Hit: * 15 arcane resource burn defense ------ Armor +2 Resistance +8% blight Spell save +16 (+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. |
Arcsun the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +16% acid Ignore resists +25% lightning When Hit 2 cold defense ------ Defense +1 (+1 eff.) Resistance +18% acid +6% lightning A pointy cloth hat, very wizardly... |
linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold A pointy cloth hat, very wizardly... |
Eremerand (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil +1 Con offense ------ Physical Crit +2.0% Accuracy +10 (+5 eff.) Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Resistance +6% cold Crit Resistance 10.00% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(121 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
preserving brass lantern2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +6% blight Life Regen +2.00 other ------- 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. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 34.88 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Shadowrain (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str offense ------ Damage +3% mind When Hit 2 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 21% * 10% chance to reduce armor by 35% defense ------ Resistance +9% acid other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Brenachak (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Damage +15% physical defense ------ Crit Resistance 10.00% Physical save +9 (+4 eff.) Spell save +8 (+3 eff.) Mind save +11 (+6 eff.) Life +60.00 Disarm Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
Emelynor the iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mindpower +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 35% Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 Encumbrance 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
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Shalore Archmage 2 the Shalore Archmage level 19
33rd Haze 122nd year of Ascendancy at 13:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Shalore Archmage 2 the Shalore Archmage level 10
40th Dusk 122nd year of Ascendancy at 21:41 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Shalore Archmage 2 the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:23 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Shalore Archmage 2 the Shalore Archmage level 9
3rd Summertide 122nd year of Ascendancy at 08:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Shalore Archmage 2 the Shalore Archmage level 18
24th Haze 122nd year of Ascendancy at 16:09 see stats
Log
Yveleba the thief's Shoot hits Mirror Image for 65 physical damage.
Your shield crumbles under the damage!
The shield around Shalore Archmage 2 crumbles.
Deep Wound from Yveleba the thief hits Shalore Archmage 2 for 26 physical damage.
Deadly Poison from Yveleba the thief hits Shalore Archmage 2 for (23 absorbed), 40 nature (40 total damage).
Yveleba the thief uses Venomous Strike.
Yveleba the thief's Venomous Strike performs a ranged critical strike against Mirror Image!
Yveleba the thief's Venomous Strike hits Mirror Image for 240 nature damage.
Shalore Archmage 2 casts Temporal Shield.
The very fabric of time alters around Shalore Archmage 2.
Shalore Archmage 2 is not crippled anymore.
Deep Wound from Yveleba the thief hits Shalore Archmage 2 for (26 to time), 0 physical (0 total damage).
Deadly Poison from Yveleba the thief hits Shalore Archmage 2 for (63 to time), 0 nature (0 total damage).
Shalore Archmage 2's deep wound closes.
Shalore Archmage 2 is no longer poisoned.
Resting starts...
Talent Chain Lightning is ready to use.
Shalore Archmage 2 stops surging mana.
The fabric of time around Shalore Archmage 2 stabilizes to normal.
The powerful time-altering energies generate a restoration field on Shalore Archmage 2.
Rested for 7 turns (stop reason: taken damage).
Something performs a melee critical strike against Shalore Archmage 2!
Shalore Archmage 2 is poisoned!
Something hits Shalore Archmage 2 for 60 mind damage.
Yveleba the thief's Shoot hits Shalore Archmage 2 for 75 physical damage.
Shalore Archmage 2 the level 19 shalore archmage was psyched to death by Yveleba the thief on level 4 of The Maze.
The furious lightning storm around Shalore Archmage 2 calms down and disappears.










































































































