
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.] 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Shionma the krog at level 22 on the 52nd Dusk 122nd year of Ascendancy at 11:22 5 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 78 (base 54) |
| Willpower | 53 (base 43) |
| Cunning | 19 (base 13) |
Resources
| Life | 434/434 |
| Mana | 443/443 |
| Healing Factor | 1.2416586254955 |
| Regeneration | 4.9045515707071 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 7 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 4 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +49% |
| Light | +13% |
| Cold | +13% |
| Darkness | +3% |
| Arcane | +10% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +42% |
| Blight | +25% |
| Darkness | +5% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 18.177174477122 (45%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 43 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 31%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
| Silence Resistance | 21% |
| Confusion Resistance | 20% |
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 53% |
| Knockback Resistance | 31% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 547 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1137% for 10 turns (77 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 504 damage for 6 turns. Its effects scale with your Magic stat. |
| 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 757% 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 Magic stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Disruption Shield |
| talent | Hurricane |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Defensive Posture |
| talent | Chant of Fortress |
| talent | Shielding |
| talent | Feather Wind |
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 failed to protect the lost defiler from death by Mayivena the fire drake. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ice ant stinger. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed warg claw. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Turabers the Shimmerkiss (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +10 ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Barehir2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+1 eff.) Res.pen +15% blight ----- def ----- Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cyryvena the Purenoon (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Mag +3 Cun dps ---------- Dmg.mod +11% lightning Res.pen +15% nature ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
| Tool | evasive yew wand of shielding [power 236] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 349 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel citrine ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +3 Con dps ---------- Melee+ 15 light Ranged+ 14 light Dmg.mod +13% light Phasing +10% ----- def ----- Crit.chn- 10.00% Spell.save +12 (+4 eff.) Max.HP +27.00 Disarm- +24% Pinning- +24% Knockbk- +31% ---------- misc Max.stam +10.00 Light +7 Infravis +4 Rings make your fingers look great! |
| On fingers | copper quartz ring0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Cun +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +3% darkness Res.pen +5% darkness ----- def ----- Defense +6 (+3 eff.) Resists +6% acid +9% temporal +7% blight +3% fire +6% nature +5% arcane Poison- +13% Disease- +12% Stun/Frz- +30% Rings make your fingers look great! |
| Around waist | Charhunter1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 4 fire ----- def ----- Defense +20 (+10 eff.) Resists +12% acid +6% light Mind.save +7 (+3 eff.) Max.HP +56.00 Poison- +20% ---------- misc Light +2 A belt that goes around your waist. |
| In main hand | ash magestaff 'Brightburst' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning +6% fire Res.pen +10% blight +5% fire Melee Ret 8 fire ----- def ----- Defense +5 (+3 eff.) Resists +3% fire HP.reg +0.70 Heal.mod +11% ---------- misc Mana/turn +0.18 Max.mana +34.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area and deals 135.23 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. |
| On hands | Sparkpiercer (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane Dmg.mod +10% arcane +3% lightning Apr +2 Melee Ret 6 physical ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 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. |
| Main armor | woollen robe 'Ebonyoracle' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning +13% cold +6% nature On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +18% lightning +22% cold +6% blight +9% all Poison- +20% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Lorokor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Spell.save +5 (+2 eff.) ---------- misc Max.mana +143.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
clarifying copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
Oleldil the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% mind +12% fire Melee Ret 2 blight ----- def ----- Armour +2 Resists +24% fire +9% mind +2% physical ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
savage's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +11 (+4 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
steel citrine ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 146.90 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% (294). 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. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 31.20 to 39.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
nightruned rough leather belt of burglary1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Resists +6% light +5% darkness Stealth +5 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of valiance1.0 T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +2 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Mana/turn +0.10 Max.mana +22.00 A belt that goes around your waist. |
Isyssra the Umbramoon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Mag +1 Wil dps ---------- Res.pen +20% darkness ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rimewind the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +3 Resists +3% cold ---------- misc Infravis +2 A pair of boots made of leather. |
Siladata the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 Melee Ret 6 arcane ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +12% ---------- misc Mana/s.crit +2.00 Max.vim +20.00 A pair of boots made of leather. |
Treestun the pair of iron boots (20 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature Apr +1 ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +2% Resists +3% nature ---------- misc Stam/turn +0.40 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelodakira the Shimmervengeance (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% darkness +25% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +8% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +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: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 45.17 to 135.51 lightning damage (90.34 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Obsidianclamor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Phasing +10% ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness +6% cold Spell.save +3 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
Pitchenvy (0 def, 3 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Phys.crit +2.0% Mind.pwr +4 (+2 eff.) Dmg.mod +21% darkness Acc +10 (+10 eff.) ----- def ----- Armour +3 Fatigue +1% A cap made of leather. |
Tularosus the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Acc +5 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Crit.chn- 10.00% Phys.save +11 (+5 eff.) Die.at -20.00 life ---------- misc See.Invis +3 A cap made of leather. |
Silutha the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +5 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% mind Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Singeglamour the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +9% fire +1% physical ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
2 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. |
2 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. |
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. |
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. |
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. |
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. |
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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire 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. |
54 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Lisugabeth [power 176] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% blight +6% acid Max.HP +100.00 Cut- +20% Confus- +10% Sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Salolaith the elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +1 Wil dps ---------- Res.pen +5% physical ----- def ----- Resists +1% physical ---------- misc Stam/turn +3.00 See.Invis +3 Fire a magical bolt dealing 111 fire damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 172 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ysera the Cornac Archmage level 16
21st Dusk 122nd year of Ascendancy at 19:30 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Ysera the Cornac Archmage level 23
75th Dusk 122nd year of Ascendancy at 22:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ysera the Cornac Archmage level 10
4th Mirth 122nd year of Ascendancy at 13:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ysera the Cornac Archmage level 20
43rd Dusk 122nd year of Ascendancy at 18:51 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ysera the Cornac Archmage level 23
75th Dusk 122nd year of Ascendancy at 20:06 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ysera the Cornac Archmage level 7
1st Mirth 122nd year of Ascendancy at 11:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ysera the Cornac Archmage level 18
29th Dusk 122nd year of Ascendancy at 02:23 see stats
Log
You gain 2.49 gold from the transmogrification of impenetrable dwarven-steel mail armour of cold resistance (3 def, 13 armour).
You gain 4.16 gold from the transmogrification of dwarven-steel mail armour of the deep (3 def, 10 armour).
You gain 8.26 gold from the transmogrification of rejuvenating hardened leather armour of acid resistance (9 def, 6 armour).
You gain 12.24 gold from the transmogrification of hardened leather armour 'Gybreta' (13 def, 11 armour).
You gain 17.27 gold from the transmogrification of Earadan (17 def, 11 armour).
You gain 11.28 gold from the transmogrification of sunsealed woollen robe of alchemy (4 def, 4 armour).
You gain 1.34 gold from the transmogrification of shocking dwarven-steel shield (0 def, 6 armour, 87.5 block).
You gain 5.42 gold from the transmogrification of penetrating cured leather sling of piercing.
You gain 2.20 gold from the transmogrification of swiftstrike elm longbow.
You gain 6.24 gold from the transmogrification of balanced dwarven-steel dagger of rage (119% power, 7 apr).
You gain 8.55 gold from the transmogrification of Silent Blade (129% power, 10 apr).
You gain 4.25 gold from the transmogrification of steel waraxe of enduring (108% power, 3 apr).
You gain 2.93 gold from the transmogrification of iron waraxe of rage (105% power, 2 apr).
You gain 3.01 gold from the transmogrification of balanced steel mace of massacre (122% power, 3 apr).
You gain 14.71 gold from the transmogrification of Swampsun (104% power, 3 apr).
You gain 15.09 gold from the transmogrification of Dazzleresolve (107% power, 3 apr).
You gain 4.22 gold from the transmogrification of balanced dwarven-steel longsword of erosion (128% power, 4 apr).
You gain 9.76 gold from the transmogrification of truestriking dwarven-steel greatsword of enduring (149% power, 2 apr).
You gain 16.60 gold from the transmogrification of Torchfame the iron greatsword (113% power, 1 apr).
You gain 1.00 gold from the transmogrification of acidic steel greatmaul (132% power, 2 apr).
You gain 3.80 gold from the transmogrification of truestriking steel battleaxe (118% power, 2 apr).
You gain 3.57 gold from the transmogrification of shimmering yew vilestaff (120% power, 4 apr, darkness element).
You gain 4.58 gold from the transmogrification of short ash starstaff of illumination (111% power, 3 apr, physical element).
You gain 15.39 gold from the transmogrification of Satyrreek (100% power, 2 apr, light element).
You gain 14.75 gold from the transmogrification of Hanyharalin (100% power, 2 apr, acid element).
You gain 1.15 gold from the transmogrification of shatter afflictions rune of the warrior (absorb 104; cd 17).
You gain 1.65 gold from the transmogrification of ethereal rune (power 13; resist 25%; move 32%; dur 5; cd 21).
You gain 0.66 gold from the transmogrification of healing infusion (heal 56; cd 12).
You gain 0.64 gold from the transmogrification of healing infusion (heal 49; cd 10).
There is a way to the previous level here (press '' or right click to use).




































































































