









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 19 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 10th Allure 123rd year of Ascendancy at 13:09 / 2Killed by Xyra the blade horror at level 19 on the 4th Regrowth 123rd year of Ascendancy at 04:40 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 48 (base 39) |
| Magic | 60 (base 47) |
| Willpower | 16 (base 10) |
| Cunning | 19 (base 13) |
Resources
| Life | -12/590 |
| Positive | 84/104 |
| Negative | 78/104 |
| Healing Factor | 1.3678383355187 |
| Regeneration | 0.34195958387968 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 5 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +12% |
| Arcane | +6% |
| Cold | +12% |
| All | +2% |
| Darkness | +16% |
| Light | +12% |
| Physical | +12% |
| Fire | +12% |
| Lightning | +12% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 15 (60%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 25 |
| Mental Save | 12 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 35%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% 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. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 181.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed naga tongue. 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 ice ant stinger. * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 minotaur nose. * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. 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 skeleton mage skull. * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Nerydatha' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Str defense ------ Armor +3 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.12 to 81.35 lightning damage (54.23 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | iron torque of mindblast 'Xerath' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil offense ------ Critical power +10.00% Spellpower +10 (+3 eff.) Ignore resists +5% blight Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ametrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Mindpower +7 (+4 eff.) Damage +2% all Rings make your fingers look great! |
| On fingers | copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 157.17 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (314). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 darkness Damage +4% darkness +4% arcane defense ------ Armor +1 Resistance +5% darkness 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 | Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +2 (+2 eff.) Life +38.00 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 of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.20 Max mana +26.00 Amulets make your neck look great! |
Inventory
savior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +11 (+6 eff.) Mind save +11 (+9 eff.) Amulets make your neck look great! |
starlit copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +11% light +12% darkness Blind Resist +22% Amulets make your neck look great! |
gold ring 'Dairiblek'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Con offense ------ Physical Power +20 (+12 eff.) Ignore resists +5% physical When Hit 4 acid defense ------ Armor +12 Physical save +3 (+1 eff.) Rings make your fingers look great! |
gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +4.00 Stun Resist +27% Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Mind save +6 (+6 eff.) Confus Resist +26% Rings make your fingers look great! |
Corruptionshaper the dwarven-steel battleaxe (30-45 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 light +12 nature Damage Against +20% Undead While equipped: offense ------ Damage +3% lightning Ignore resists +10% lightning +5% light When Hit 2 nature 2 lightning On-Hit (Melee): * 20% chance to slow global speed by 41% Massive two-handed battleaxes. |
steel battleaxe 'Hettakalthorig' (22-33 power, 6 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 While equipped: offense ------ Critical power +10.00% other ------- Mana-on-crit +2.00 Max stamina +10.00 Massive two-handed battleaxes. |
acidic steel dagger of amnesia (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Psionic Weapon Damage 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
iron dagger 'Stokesnake' (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +12 nature While equipped: Stats +1 Wil offense ------ When Hit 2 fire defense ------ Resistance +12% fire other ------- Light +3 See Invis +6 Sharp, short and deadly. |
balanced dwarven-steel greatmaul of phasing (40-61 power, 15 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane/Master Weapon Damage 40.5 - 60.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +1.5% Attack Speed 100% Phasing +17% While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +7 (+6 eff.) Disarm Resist +31% Massive two-handed mauls. |
Duathelspawn (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 light On-crit, radius 2 +24 acid +21 nature While equipped: Stats +3 Cun offense ------ Mind Crit +3% Ignore resists +10% acid +14% nature Ignore Armor +12 When Hit 4 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 13% Massive two-handed swords. |
Lightvenom the dwarven-steel greatsword (50-80 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 50.0 - 80.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 lightning On-crit, radius 2 +68 fire On Crit: * Wound the target dealing 37 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +4 Mag offense ------ Physical Crit +14.0% Physical Power +16 (+10 eff.) Global Speed +10% Ignore resists +24% fire When Hit 2 light defense ------ Resistance +6% light other ------- Light +1 Massive two-handed swords. |
Anegatir the Charbloom (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 fire While equipped: offense ------ Damage +9% cold +6% fire Ignore resists +5% fire When Hit 2 mind 2 fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 Sharp, long, and deadly. |
dwarven-steel longsword 'Chargewisp' (26-36 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +7.5% Attack Speed 100% On-hit +8 lightning While equipped: offense ------ Ignore resists +10% lightning +14% physical Accuracy +8 (+8 eff.) Ignore Armor +10 defense ------ Unlife -40.00 life other ------- Max stamina +30.00 Sharp, long, and deadly. |
dwarven-steel mace 'Stokelore' (28-39 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage +6% nature +3% fire Accuracy +6 (+6 eff.) When Hit 4 cold On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Defense +7 (+6 eff.) Resistance +9% cold +18% fire Disarm Resist +28% Blunt and deadly. |
Moldfurnace the ash magestaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +12% nature +15% fire defense ------ Defense +8 (+6 eff.) Resistance +3% lightning +6% cold +9% nature +3% blight other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.06 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. |
Porata the Ravengasher (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Mind Crit +2% Critical power +10.00% Spellpower +9 (+3 eff.) Mindpower +25 (+13 eff.) Damage +3% darkness +20% cold On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +3% fire other ------- Equi when Hit +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Woewill the ash vilestaff (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% acid defense ------ Defense +5 (+5 eff.) Resistance +3% light +3% lightning Physical save +9 (+4 eff.) Cut Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max positive +10.00 Max negative +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 81.72 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. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+10 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 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 14.21 cold damage and 14.21 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. |
steel waraxe of torment (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego+] Psionic Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
Gyvea1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Ignore resists +20% blight +15% arcane When Hit 4 acid 2 arcane defense ------ Fatigue -5% other ------- Encumbrance +27 Vim-on-crit +2.00 Max vim +40.00 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+8 eff.) other ------- 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. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Defense +6 (+5 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +1 Wil +2 Cun offense ------ Accuracy +5 (+5 eff.) Ignore Armor +7 defense ------ Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikequarry the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +3% lightning +3% mind Ignore resists +20% lightning When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +5 Fatigue +2% Resistance +6% mind other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +3 (+3 eff.) Fatigue +2% Silence Resist +23% Confus Resist +21% Stun Resist +24% Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel helm 'Kindleoozer' (0 def, 8 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +5 Con offense ------ Damage +9% physical Ignore resists +15% fire Ignore Armor +4 defense ------ Armor +8 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Ebonyswift' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +9% darkness Spell save +15 (+8 eff.) Mind save +15 (+11 eff.) Pinning Resist +20% A cap made of leather. |
Geharasta the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +3% mind When Hit 4 mind defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% arcane +15% cold Spell save +13 (+7 eff.) Life +30.00 other ------- Psi when Hit +0.16 Hate-on-crit +1.00 A suit of armour made of mail. |
Glimmerwilter (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Rare] Nature While equipped: Stats +2 Cun defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +9% light Mind save +9 (+8 eff.) Life +22.00 other ------- Max hate +2.00 Light +3 A suit of armour made of mail. |
Tundrawhisper (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats +4 Wil offense ------ Mindpower +5 (+3 eff.) When Hit 8 cold defense ------ Armor +11 Fatigue +22% Resistance +6% cold +20% fire other ------- Max hate +2.00 A suit of armour made of metal plates. |
Shockimmortal (0 def, 6 armour, 85.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +9.0% Physical Power +7 (+6 eff.) Damage +24% acid Ignore resists +5% lightning defense ------ Armor +6 Fatigue +8% Resistance +6% acid other ------- Talents +1 Block Handheld deflection devices. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Freezestrider the iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +10% lightning +10% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% temporal other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
watchleader's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +7 (+4 eff.) Blind Resist +21% Confus Resist +13% other ------- Light +8 See Stealth +5 See Invis +6 Track: Puts all charms on 40 cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+9 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 6 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. |
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. |
dwarven-steel torque of psionic shield 'Gleamserpent' [power 75] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% nature On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +3% light other ------- Light +3 Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Filthspitter the yew totem of summon tentacle [power 250] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +20.00% On-Hit (Melee): * 20% chance to slow global speed by 41% other ------- Max stamina +30.00 Max hate +4.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 698 Base Damage: 270 Armor: 19 All Resist: 11 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 186 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 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. |
4 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. |
12 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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Enid the Higher Anorithil level 13
43rd Haze 122nd year of Ascendancy at 09:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Enid the Higher Anorithil level 19
4th Regrowth 123rd year of Ascendancy at 03:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By Enid the Higher Anorithil level 10
6th Mirth 122nd year of Ascendancy at 02:50 see stats
Lost in translation (Roguelike)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Enid the Higher Anorithil level 4
78th Pyre 122nd year of Ascendancy at 01:23 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Enid the Higher Anorithil level 16
60th Haze 122nd year of Ascendancy at 02:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Enid the Higher Anorithil level 10
13rd Dusk 122nd year of Ascendancy at 05:05 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Enid the Higher Anorithil level 12
30th Haze 122nd year of Ascendancy at 20:29 see stats
Unstoppable (Roguelike)
Returned from the dead.By Enid the Higher Anorithil level 18
10th Allure 123rd year of Ascendancy at 13:10 see stats
Log
Xyra the blade horror hits Enid for 122 physical, 13 cold (135 total damage).
Imploding (slow) from Xyra the blade horror hits Enid for 85 physical damage.
Melee retaliation hits Xyra the blade horror for 5 darkness, 9 light (14 total damage).
Dreaming horror receives 153 healing (163 psi heal) from Conversion.
Enid casts Barrier.
A shield forms around Enid.
Dream seed performs a melee critical strike against Enid!
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Melee retaliation hits Dream seed for 2 to psi, 3 darkness, 4 to psi, 5 light (14 total damage).
Melee retaliation hits Dream seed for 2 to psi, 3 darkness, 4 to psi, 5 light (14 total damage).
Dream seed hits Enid for (48 absorbed), 0 mind (0 total damage).
Dream seed hits Enid for (33 absorbed), 0 mind, (2 absorbed), 0 mind (0 total damage).
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Dreaming horror converts some damage to Psi!
Dream seed converts some damage to Psi!
Enid's light area effect hits Dream seed for 15 to psi, 20 light (35 total damage).
Enid's light area effect hits Dream seed for 15 to psi, 20 light (35 total damage).
Enid's light area effect hits Dream seed for 15 to psi, 20 light (35 total damage).
Enid's light area effect hits Dreaming horror for (14 resonance), 5 to psi, 7 light (11 total damage).
Enid's light area effect hits Dream seed for 15 to psi, 20 light (35 total damage).
Xyra the blade horror uses Slash.
Your shield crumbles under the damage!
The shield around Enid crumbles.
Xyra the blade horror hits Enid for (65 absorbed), 110 physical, 13 cold (123 total damage).
Melee retaliation hits Xyra the blade horror for 6 darkness, 11 light (17 total damage).
Enid the level 19 higher anorithil was frozen to death by Xyra the blade horror on level 3 of Lake of Nur.





























































































