









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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 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 | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 19 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 5 on the 78th Pyre 122nd year of Ascendancy at 05:06 0 / 5Killed by The Shade at level 6 on the 79th Pyre 122nd year of Ascendancy at 07:01 Killed by dreaming horror at level 18 on the 7th Haze 122nd year of Ascendancy at 09:09 Killed by Urkis, the High Tempest at level 18 on the 7th Haze 122nd year of Ascendancy at 10:57 Killed by faeros at level 19 on the 21st Haze 122nd year of Ascendancy at 15:56 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 56 (base 42) |
| Willpower | 51 (base 36) |
| Cunning | 16 (base 11) |
Resources
| Life | 281/281 |
| Mana | 451/451 |
| Healing Factor | 1.172941519274 |
| Regeneration | 0.29323537981851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 6 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +4% |
| Cold | +10% |
| Darkness | +15% |
| Arcane | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +15% |
| Fire | +25% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 37 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 30%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 13%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 28% |
| Knockback Resistance | 0% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| 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 (66 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: BlinkUse mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.41 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Thunderwasp' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +12% lightning +6% arcane Res.pen +15% lightning Melee Ret 4 cold ----- def ----- Armour +1 Resists +3% lightning A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+5 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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. |
| On head | Xoyara (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +4 Wil dps ---------- Spell.crit +2% Res.pen +10% arcane ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +20.00 A pointy cloth hat, very wizardly... |
| Tool | elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | Bodudil0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +12% blight +6% mind +9% acid Mind.save +7 (+4 eff.) Cut- +20% Confus- +28% Rings make your fingers look great! |
| Around waist | Veluwyn1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +3 (+3 eff.) Against +24% Summoned ----- def ----- Defense +5 (+3 eff.) Fatigue -4% Resists +9% nature +3% fire D.Red.from +17% Summoned Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +28 A belt that goes around your waist. |
| In main hand | ash starstaff of channeling (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.21 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamesmash the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light +6% mind Res.pen +25% fire Melee Ret 2 fire ----- def ----- Armour +1 Resists +6% light Def/telep +5 Res/telep +5% Dur/telep +5% 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | thick cashmere cloak of protection (2 def, 8 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +10% cold Spell.save +5 (+2 eff.) Mind.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of mastery (0.11 Spell / Arcane)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Spell/Arcane Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 64; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 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. |
healing infusion of the wizard (heal 158; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 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. |
regeneration infusion of the wizard (heal 250; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. 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. |
manasurge rune of the duelist (regen 780% over 10 turns; mana 39; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 780% for 10 turns (63 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 702% over 10 turns; mana 35; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 702% for 10 turns (57 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+16 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
shimmering elm starstaff of might (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Mana/turn +0.10 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon Reqs Str 12 [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+10 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.6 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.37 cold damage and 14.88 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
insulating rough leather belt of valiance1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +1 Wil ----- def ----- Resists +6% fire +6% cold Mind.save +6 (+3 eff.) Max.HP +49.00 A belt that goes around your waist. |
Elalrasenor (11 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +5% physical Acc +3 (+3 eff.) Apr +4 Melee Ret 2 mind ----- def ----- Armour +2 Defense +11 (+6 eff.) Resists +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+7 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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. |
10 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. |
160 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 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 30.08 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. |
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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 147.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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. |
10 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. |
6 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Panell the Higher Archmage level 17
3rd Haze 122nd year of Ascendancy at 04:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Panell the Higher Archmage level 16
65th Dusk 122nd year of Ascendancy at 01:08 see stats
Exterminator
Killed 1000 creatures.By Panell the Higher Archmage level 18
7th Haze 122nd year of Ascendancy at 09:04 see stats
Level 10
Got a character to level 10.By Panell the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 06:49 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Panell the Higher Archmage level 3
74th Pyre 122nd year of Ascendancy at 22:36 see stats
That was close
Killed your target while having only 1 life left.By Panell the Higher Archmage level 18
7th Haze 122nd year of Ascendancy at 09:04 see stats
Log
Talent Disruption Shield is ready to use.
Thunderstorm hits Snow giant thunderer for 18 lightning damage.
Thunderstorm hits Faeros for 29 lightning damage.
Burning from Faeros hits Panell for 19 fire damage.
Panell activates Disruption Shield.
Panell casts Rune: Manasurge.
Panell starts to surge mana.
Faeros casts Flame.
Snow giant thunderer casts Chain Lightning.
Panell deactivates Disruption Shield.
Snow giant thunderer hits Panell for 93 lightning damage.
Faeros's Flame hits Panell for 57 fire damage.
Panell the level 19 higher archmage was slowly cooked to death by a faeros on level 2 of Daikara.
The furious lightning storm around Panell calms down and disappears.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Faeros's Flame killed Panell!
Saving game...
Saving done.
Talent Born into Magic is ready to use.
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.

























































































