










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/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. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 22 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Spacial Disturbance at level 3 on the 74th Pyre 122nd year of Ascendancy at 21:24 0 / 6Killed by worm that walks at level 18 on the 5th Haze 122nd year of Ascendancy at 05:50 Killed by Wrathroot at level 19 on the 7th Haze 122nd year of Ascendancy at 18:43 Killed by 3-headed hydra at level 19 on the 7th Haze 122nd year of Ascendancy at 19:11 Killed by Isith the dredge captain at level 22 on the 19th Haze 122nd year of Ascendancy at 01:14 Killed by Isith the dredge captain at level 22 on the 19th Haze 122nd year of Ascendancy at 01:21 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 70 (base 51) |
| Willpower | 62 (base 46) |
| Cunning | 20 (base 11) |
Resources
| Life | -347/244 |
| Mana | 505/541 |
| Healing Factor | 1.212941519274 |
| Regeneration | 0.3032353798185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 10 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +15% |
| Arcane | +15% |
| Fire | +8% |
| Nature | +11% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 10 |
| Physical Save | 29 |
| Spell Save | 37 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 8%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Silence Resistance | 31% |
| Poison Resistance | 11% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 4 blight, 4 cold, 5 mind, 5 arcane |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic 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 (64 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: 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 95 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. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 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. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by cave troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Cyrybrelle the Ebonynigh (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +9% arcane Res.pen +10% blight ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness Spell.save +9 (+4 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | stabilizing linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +3 Wil +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | overpowered steel torque of clear mind [power 3] (29/35 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +5% nature +5% blight Poison- +11% Disease- +11% Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | Blazewake0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Wil dps ---------- Dmg.mod +11% nature +3% fire ----- def ----- Resists +22% nature ---------- misc Psi/ret +0.16 Infravis +1 Rings make your fingers look great! |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | ash starstaff 'Olurek' (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] 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: Stats +5 Con dps ---------- Phys.crit +5.0% Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Mana/turn +0.19 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 48.74 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Chaludusalar the Cobrawrither (10 def, 4 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +5 Str +6 Dex +1 Mag +2 Wil +3 Cun dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +7% Resists +40% lightning Phys.save +9 (+4 eff.) A suit of armour made of leather. |
| Cloak | Adeleth (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% lightning +12% cold +9% nature +3% temporal Heal.mod +5% Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Salemith the Duskserpent0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Armour +2 Defense +20 (+10 eff.) Resists +22% fire +6% light +12% cold Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 586%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 44; 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 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 44 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 353; dur 3; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 353 damage for 3 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. |
clarifying copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
cleansing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +11% nature +12% blight Poison- +21% Disease- +22% Amulets make your neck look great! |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
steel amulet 'Greengrit'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +9% mind Res.pen +15% nature +5% mind Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 Amulets make your neck look great! |
copper ring 'Daimirek'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +15 (+9 eff.) Apr +1 ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +23% Knockbk- +20% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
psionicist's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Mind.save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature/Master 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% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 90.89 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 ash magestaff of wizardry (19-22 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +19% cold ---------- misc Max.mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +9% physical +8% fire +7% cold ----- def ----- Resists +13% acid +12% physical +12% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +7% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barkhash the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +10% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +5% lightning +6% temporal +6% nature +6% mind +3% acid A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Dex +4 Mag +2 Cun dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -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. |
dwarven-steel gauntlets 'Halundil' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Melee+ 7 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% fire ---------- misc Mana/turn +0.20 Mana/s.crit +1.00 Light +2 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. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
Chusaldir the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +2% physical Phys.save +6 (+3 eff.) Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 A cap made of leather. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
5 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. |
342 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 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Chalugund the Chillzephyr [power 23] (29/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% cold ----- def ----- Resists +3% cold +5% arcane +3% nature Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Ravenspiker' [power 110] (29/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Disease- +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
5 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gemma the Cornac Archmage level 16
29th Dusk 122nd year of Ascendancy at 16:43 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Gemma the Cornac Archmage level 20
14th Haze 122nd year of Ascendancy at 15:45 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Gemma the Cornac Archmage level 20
15th Haze 122nd year of Ascendancy at 04:17 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gemma the Cornac Archmage level 10
4th Mirth 122nd year of Ascendancy at 16:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Gemma the Cornac Archmage level 20
14th Haze 122nd year of Ascendancy at 07:59 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Gemma the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 22:26 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Gemma the Cornac Archmage level 7
1st Mirth 122nd year of Ascendancy at 02:16 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Gemma the Cornac Archmage level 12
9th Mirth 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gemma the Cornac Archmage level 18
1st Time of Equilibrium 122nd year of Ascendancy at 22:44 see stats
Log
Gemma receives 68 healing from Temporal Restoration Field.
Gemma's arcane area effect hits Isith the dredge captain for (28 to time), 0 arcane (0 total damage).
Burning from Isith the dredge captain hits Gemma for 37 fire damage.
Isith the dredge captain's arcane area effect hits Gemma for 169 arcane damage.
Isith the dredge captain casts Flame.
Isith the dredge captain hits Gemma for 113 fire damage.
Gemma the level 22 cornac archmage was scorched to death by Isith the dredge captain on level 3 of Temporal Rift.
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.
Isith the dredge captain killed Gemma!
Saving game...
Talent Chain Lightning is ready to use.
Talent Nova is ready to use.
Saving done.
You are sent back to the material plane!
Gemma casts Phase Door.
Select a target to teleport...
The spell fizzles!
Isith the dredge captain casts Lightning.
Isith the dredge captain hits Gemma for 172 lightning damage.
Isith the dredge captain's arcane area effect hits Gemma for 164 arcane damage.
Gemma's arcane area effect hits Isith the dredge captain for (57 to time), 0 arcane (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the northwest (Isith the dredge captain)).
Isith the dredge captain casts Manathrust.
Isith the dredge captain hits Gemma for 254 arcane damage.
Gemma the level 22 cornac archmage was blasted to death by Isith the dredge captain on level 3 of Temporal Rift.








































































































