










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
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:
Items Vault 1.7.6Donators/Buyers bonus! 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 | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 21 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Zubylrama the white wolf at level 14 on the 8th Dusk 122nd year of Ascendancy at 13:40 0 / 6Killed by Salerethra the black ooze at level 20 on the 62nd Dusk 122nd year of Ascendancy at 21:22 Killed by Ivolaith the gigantic gravity worm at level 20 on the 63rd Dusk 122nd year of Ascendancy at 17:22 Killed by Ivolaith the gigantic gravity worm at level 20 on the 63rd Dusk 122nd year of Ascendancy at 20:39 Killed by Arytta the green ooze at level 20 on the 63rd Dusk 122nd year of Ascendancy at 22:07 Killed by Mayuriana the gigantic sandworm tunneler at level 21 on the 64th Dusk 122nd year of Ascendancy at 22:48 |
Primary Stats
| Strength | 12 (base 11) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 62 (base 49) |
| Willpower | 45 (base 41) |
| Cunning | 20 (base 11) |
Resources
| Life | -122/366 |
| Mana | 73/415 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 2.3535700243688 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10.000000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 15 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +35% |
| Acid | +5% |
| Cold | +3% |
| Blight | +6% |
| Arcane | +4% |
| Fire | +13% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 37 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 28%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 45%( 70%) |
| Mind | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Knockback Resistance | 25% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 76 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 197 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 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 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Rimegrinder (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Cun +1, Mag +4 offense ------ Spellpower +4 (+2 eff.) Damage +5% acid, +3% cold, +6% blight defense ------ Armor +1 Resistance +9% blight Crit Resistance 5.00% Disease Resist +20% A pair of boots made of leather. |
| Light source | brass lantern 'Phoenixstun'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +15.00% Ignore resists +5% fire defense ------ Unlife -80.00 life other ------- Stamina/turn +2.00 Light +6 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 of the depths (0 def, 3 armour) =WB=3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +25% Rings make your fingers look great! |
| On fingers | Eremaleregodig the Winterdream0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +15 (+8 eff.) Damage +6% physical, +13% fire defense ------ Resistance +3% acid, +26% fire, +3% cold Mind save +12 (+4 eff.) Rings make your fingers look great! |
| Around waist | Tempestblast1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% lightning, +9% temporal +5% arcane, +3% acid A belt that goes around your waist. |
| In main hand | ethereal yew magestaff of invocation (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +18 (+6 eff.) Spellpower/crit +6 Damage +20% lightning Ignore Shields +13% defense ------ Defense +12 (+5 eff.) Shield Power +5% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 29.28 to 35.13 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats Mag +2 offense ------ Damage +4% arcane defense ------ Armor +1 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 | linen robe 'Eilinarin' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats Mag +1, Wil +3 defense ------ Resistance +3% lightning, +11% darkness +9% fire, +11% mind, +7% all Physical save +11 (+6 eff.) Spell save +11 (+4 eff.) Mind save +21 (+7 eff.) Silence Resist +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Mayulle the Heatstoker (12 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% lightning When Hit 10 fire defense ------ Armor +7 Defense +12 (+5 eff.) Resistance +6% fire, +9% light, +14% cold Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Dazzlevagrant'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +3, Cun +8, Con +5, Lck +6 offense ------ Move Speed +10% Ignore resists +5% light Accuracy +5 (+4 eff.) defense ------ Defense +7 (+3 eff.) Fatigue -6% Resistance +3% light Resist unseen 12% Life Regen +2.00 other ------- Stamina/turn +0.40 Light +3 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 164; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -302; dur 7; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -302 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 604 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Winterstoker0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Str +2 defense ------ Resistance +3% light, +3% cold Healmod +5% Knockbk Resist +20% Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
marksman's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Dex +3 offense ------ Damage +11% blight Accuracy +6 (+5 eff.) defense ------ Resistance +11% blight Rings make your fingers look great! |
elemental steel dagger of massacre (119% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 81 lightning damage (1/turn) While equipped: offense ------ Damage +9% lightning Ignore resists +7% lightning Sharp, short and deadly. |
steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Normal] Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
infernal yew starstaff (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +20.00% Spellpower +14 (+5 eff.) On-Hit 23 fire Damage +20% physical other ------- See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +3% Spellpower +16 (+6 eff.) On-Hit 15 arcane Damage +20% lightning other ------- Max mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
rough leather belt 'Bileglamour'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% arcane Ignore resists +10% nature, +10% cold defense ------ Resistance +6% lightning, +6% temporal +5% arcane, +3% nature A belt that goes around your waist. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
Demonpall the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Dex +1, Mag +4, Cun +2 Con +3 offense ------ Damage +9% darkness defense ------ Defense +1 (+0 eff.) Resistance +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porulranor (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Physical Crit +1.0% Ignore Armor +3 defense ------ Defense +11 (+5 eff.) Physical save +9 (+5 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismbrand (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +1 offense ------ Spellpower/crit +4 Ignore resists +5% light When Hit 2 arcane defense ------ Defense +1 (+0 eff.) Resistance +2% physical Crit Resistance 15.00% Life +40.00 other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +12 (+4 eff.) Damage +7% all defense ------ Resistance +9% all other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +12% lightning defense ------ Resistance +18% lightning, +9% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight, +13% all Life +40.00 Life Regen +1.80 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleaktaint the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +1, Con +2 offense ------ Ignore resists +10% darkness defense ------ Armor +1 Resistance +5% arcane Physical save +12 (+6 eff.) Mind save +11 (+4 eff.) Life Regen +2.00 Disease Resist +10% Silence Resist +20% Stun Resist +20% A pair of boots made of leather. |
Camudeblek (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% physical defense ------ Armor +4 Fatigue +2% Unlife -20.00 life Healmod +15% other ------- Max stamina +30.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Weepspire (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Cun +3, Wil +2 defense ------ Armor +5 Resistance +3% blight, +6% nature Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life A pair of boots made of leather. |
Kilnkiller (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Cun +1, Wil +3 offense ------ On-Hit 6 fire Damage +9% cold, +3% fire defense ------ Armor +1 Fatigue +1% Resistance +9% fire 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 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats Cun +3 offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Str +3, Con +2 offense ------ Physical Power +3 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
rough leather cap 'Hinarirak' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +2, Mag +3, Cun +1, Con +6 offense ------ Physical Power +3 (+2 eff.) Ignore resists +15% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
iron mail armour 'Blackstreak' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +10% lightning When Hit 4 darkness defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% fire Life +24.00 Life Regen +2.00 Healmod +11% A suit of armour made of mail. |
Torakalthoran (23 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Defense +23 (+9 eff.) Fatigue +6% Resistance +5% mind Mind save +10 (+4 eff.) other ------- Stamina/turn +1.00 A suit of armour made of leather. |
Viperworth (3 def, 2 armour) =LR16=9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats Str +3, Mag +1, Cun +3 offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning A suit of armour made of leather. |
troll-hide cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +5% physical Physical save +12 (+6 eff.) Life +33.00 Life Regen +3.10 Healmod +11% A suit of armour made of leather. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
346 alchemist agate0.0 Encumbrance 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Icesaw (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Wil +5 offense ------ Damage +6% cold defense ------ Resistance +6% cold Life +20.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Clouddream' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Ignore Armor +5 defense ------ Resistance +3% lightning, +3% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
brass lantern 'Dairerig'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+5 eff.) defense ------ Armor +4 Resistance +12% temporal Physical save +3 (+2 eff.) Life +42.00 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. |
brass lantern 'Xudalle'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Armor +2 Resistance +6% light, +3% darkness +3% mind, +3% nature other ------- Light +5 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 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 7 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Ivytha the steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% temporal, +3% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Scaldgash [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Power +15 (+8 eff.) Accuracy +10 (+7 eff.) defense ------ Resistance +3% fire Physical save +6 (+3 eff.) Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 227 Base Damage: 95 Armor: 2 All Resist: 3 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
8 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. |
10 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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By INSANE ARCHMAGE the Higher Archmage level 17
27th Dusk 122nd year of Ascendancy at 15:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By INSANE ARCHMAGE the Higher Archmage level 10
4th Mirth 122nd year of Ascendancy at 04:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By INSANE ARCHMAGE the Higher Archmage level 20
48th Dusk 122nd year of Ascendancy at 02:45 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By INSANE ARCHMAGE the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By INSANE ARCHMAGE the Higher Archmage level 20
63rd Dusk 122nd year of Ascendancy at 08:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By INSANE ARCHMAGE the Higher Archmage level 20
63rd Dusk 122nd year of Ascendancy at 18:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By INSANE ARCHMAGE the Higher Archmage level 12
6th Mirth 122nd year of Ascendancy at 22:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By INSANE ARCHMAGE the Higher Archmage level 17
38th Dusk 122nd year of Ascendancy at 01:07 see stats
Log
Bleeding from Elyba the sandworm hits INSANE ARCHMAGE for 50 physical damage.
INSANE ARCHMAGE receives 29 healing from Temporal Restoration Field.
Thunderstorm hits Elyba the sandworm for 21 lightning damage.
Thunderstorm hits Mayuriana the gigantic sandworm tunneler for 21 lightning damage.
Elyba the sandworm is no longer evading attacks.
Mindrot hits INSANE ARCHMAGE for 7 mind, 7 darkness (14 total damage).
Mayuriana the gigantic sandworm tunneler misses INSANE ARCHMAGE.
Elyba the sandworm performs a melee critical strike against INSANE ARCHMAGE!
INSANE ARCHMAGE's Arcane Vortex is disrupted by his wounds!
Elyba the sandworm hits INSANE ARCHMAGE for 99 physical, (35 ignored), 0 physical (99 total damage).
Melee retaliation hits Elyba the sandworm for 10 fire, 10 fire (19 total damage).
INSANE ARCHMAGE's aura of power vanishes.
Talent Lightning is ready to use.
Bleeding from Elyba the sandworm hits INSANE ARCHMAGE for 59 physical damage.
INSANE ARCHMAGE receives 29 healing from Temporal Restoration Field.
Thunderstorm hits Elyba the sandworm for 21 lightning damage.
Thunderstorm hits Mayuriana the gigantic sandworm tunneler for 21 lightning damage.
LIFE LOST WARNING!
---------- Turn 4 ----------
INSANE ARCHMAGE casts Arcane Reconstruction.
INSANE ARCHMAGE receives 133 healing.
Mindrot hits INSANE ARCHMAGE for 9 mind, 9 darkness (18 total damage).
Mayuriana the gigantic sandworm tunneler performs a melee critical strike against INSANE ARCHMAGE!
Mayuriana the gigantic sandworm tunneler hits INSANE ARCHMAGE for 186 physical damage.
Melee retaliation hits Mayuriana the gigantic sandworm tunneler for 7 fire damage.
INSANE ARCHMAGE the level 21 higher archmage was squished to death by Mayuriana the gigantic sandworm tunneler on level 3 of Sandworm lair.
---------- Turn 5 ----------
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around INSANE ARCHMAGE calms down and disappears.











































































































