








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This 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 Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 18 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nura the rogue at level 17 on the 19th Dusk 122nd year of Ascendancy at 09:52 3 / 2Killed by skeleton warrior at level 18 on the 19th Dusk 122nd year of Ascendancy at 23:36 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 10 (base 10) |
| Constitution | 22 (base 15) |
| Magic | 62 (base 45) |
| Willpower | 15 (base 10) |
| Cunning | 46 (base 29) |
Resources
| Life | 410/410 |
| Positive | 101/101 |
| Negative | 101/101 |
| Steam | 100/100 |
| Healing Factor | 1.26375 |
| Regeneration | 1.2005625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.1630054537% |
| Spell | +1.9984014443253E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 48.773171249228 |
| See Invisible | 38.773171249228 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 12 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 38% |
| Speed | 0.99999999999998 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +26% |
| Light | +12% |
| Temporal | +12% |
| Blight | +6% |
| Arcane | +17% |
| Mind | +3% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 2 |
| Physical Save | 17 |
| Spell Save | 26 |
| Mental Save | 29 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Moving at extreme speed (368% faster). Any action other than movement will cancel it. Wild Speed |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
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 |
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 |
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 |
Equipment
| On feet | Hathyradar the Eclipseward (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +12% light Res.pen +10% darkness Melee Ret 16 light 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | brass lantern 'Geturuirin'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% temporal Melee Ret 4 physical ----- def ----- Resists +3% temporal Max.HP +43.00 ---------- misc Light +2 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 | Gukan the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +2 Con dps ---------- Spell.crit +2% Spell.pwr +8 (+3 eff.) S.pwr/crit +2 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 140.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Strikeborn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% blight Acc +8 (+7 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Resists +15% lightning ---------- misc Mana/turn +0.04 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
| Around waist | blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Mind.save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
| In main hand | lifebinding yew starstaff of wizardry (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil +3 Con dps ---------- Spell.crit +3% Spell.pwr +16 (+6 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +0.70 Heal.mod +17% ---------- misc Max.mana +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | 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 These gloves are coated with a thick, green liquid. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +17% Dmg.mod +17% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Galewarden the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+4 eff.) Mind.save +12 (+6 eff.) Disease- +5% Silence- +5% Knockbk- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Polariatta0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% mind Res.pen +20% blight Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 114% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 90% / cooldown 69%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 130)0.1 T1 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 instantly heal yourself for 130 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 120)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. 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 ability. |
copper ring 'Torath'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Dmg.mod +6% acid +11% darkness +9% arcane Res.pen +15% blight Melee Ret 20 acid ----- def ----- Resists +22% darkness ---------- misc Max.mana +40.00 Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings can have magical properties. |
chilling steel battleaxe of massacre (134% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 cold Massive two-handed battleaxes. |
chilling steel battleaxe of paradox (119% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 120% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 cold +12 temporal While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +9% temporal Massive two-handed battleaxes. |
balanced steel dagger of the mystic (101% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 101% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Acc +6 (+6 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +17% Sharp, short and deadly. |
dwarven-steel greatsword 'Sunwend' (144% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Psionic Power 144% Range: 1.6x Uses 120% Str Dmg Light Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 cold On Crit.r2 +8 light On Hit: * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +3% mind Res.pen +12% mind +10% darkness ----- def ----- Resists +3% light Massive two-handed swords. |
hateful steel greatsword of erosion (133% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Psionic Power 134% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +7 nature +12 darkness Against +7% Living Massive two-handed swords. |
steel longsword (114% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 114% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
acidic steel mace (108% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid Blunt and deadly. |
steel mace 'Blastvile' (105% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Crit: * cripple the target While equipped: Stats +3 Wil +3 Mag dps ---------- Phys.crit +7.0% Dmg.mod +18% blight +6% lightning ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
Urthilathantir the vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Blind- +15% Poison- +10% Disarm- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Earurim the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +6 (+3 eff.) Dmg.mod +10% physical Res.pen +8% physical ---------- misc Telepathy Dragon Demon/Major Demon/Minor Slings are used to hurl stones or metal shots at your foes. |
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+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 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 111.50 physical damage to all targets in line, and inflicting bleeding for another 55.75 damage over 5 turns. 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. |
Nimbuscrack (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 lightning On Hit: * 10 arcane resource burn While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +12% nature +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Satyrwake (118% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex dps ---------- Spell.crit +11% Spell.pwr +11 (+4 eff.) Dmg.mod +19% blight ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 25.71 to 30.85 blight damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Sunpanic the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +12 light While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning Melee Ret 12 light On Hit (Melee): * 8% chance to blind ----- def ----- Defense +5 (+2 eff.) Resists +18% acid Spell.save +3 (+1 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 97.66 light damage. Staves designed for wielders of magic, by the greats of the art. |
Thunderpall the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 lightning While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +9% lightning Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of illumination (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire On Hit (Melee): * 7% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 97.66 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (100% power, 2 apr, acid element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Arthadugorn' (100% power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight On Hit (Melee): * 8% chance to blind ----- def ----- Defense +5 (+2 eff.) Crit.dmg- 15.00% ---------- misc Light +5 See.Invis +12 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 72.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of acid4.0 T1 steamgun 1H weapon Reqs Dex 11 Shoot [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating steel steamgun of recursion4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Ego++] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Dmg.conv 31% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% physical Phasing +12% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamsaw (103% power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced steel steamsaw of the mystic (108% power, 8 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego] Arcane/Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Layumira (125% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: ----- def ----- Resists +3% blight +9% temporal +6% light Mind.save +20 (+10 eff.) Stun/Frz- +35% One-handed war axes. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aluthel (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +11% cold Melee Ret 16 blight ----- def ----- Resists +16% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +4.00 Telepathy Dragon A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Xanebrenn the woollen robe (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Master/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +6% temporal +3% fire +22% mind +11% darkness Phys.save +26 (+14 eff.) Spell.save +10 (+5 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness Spell.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +10% blight +16% fire +11% nature A suit of armour made of mail. |
impenetrable steel mail armour of clarity (2 def, 12 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Master/Psionic While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +14% Resists +5% mind Mind.save +11 (+5 eff.) A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% lightning A suit of armour made of mail. |
Dayweeper the steel plate armour (4 def, 14 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Random Unique] Master While equipped: Stats +9 Str +3 Con dps ---------- Dmg.mod +9% arcane Res.pen +5% arcane On Hit (Melee): * 15% chance to blind ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +17% Resists +11% darkness +7% physical Phys.save +6 (+4 eff.) Max.HP +42.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
iron plate armour 'Eredir' (3 def, 7 armour)17.0 T1 massive armor Reqs Str 22 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 8 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +9% nature +15% cold +9% light +9% darkness A suit of armour made of metal plates. |
Forestburst (6 def, 2 armour, 37.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Rare] Arcane While equipped: Stats +2 Mag +4 Con dps ---------- Dmg.mod +6% nature Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 16% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% light ---------- misc Talents +2 Block Handheld deflection devices. |
blazing quiver of ash arrows (16/16, 118% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature Power 119% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Ranged+ +15 fire On Crit.r2 +11 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (20/20, 124% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
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. |
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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isligalle the Forestgore2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Con dps ---------- Res.pen +5% nature ---------- misc Light +8 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
barbed pouch of steel shots of vileness (20/20, 118% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +5 blight +5 bleed On Hit: * 5% chance to disease On Crit: * wounds the target for 7 turns: 8 bleeding, 36% reduced healing Shots are used with slings to pummel your foes to death. |
pouch of steel shots (18/18, 118% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
quick ash wand of clairvoyance [power 9] (4 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Erik the Cornac Anorithil level 14
9th Flare 122nd year of Ascendancy at 23:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Erik the Cornac Anorithil level 10
79th Pyre 122nd year of Ascendancy at 12:02 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Erik the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 04:47 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Erik the Cornac Anorithil level 16
14th Dusk 122nd year of Ascendancy at 04:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Erik the Cornac Anorithil level 10
4th Mirth 122nd year of Ascendancy at 12:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Erik the Cornac Anorithil level 15
2nd Dusk 122nd year of Ascendancy at 16:58 see stats
Log
Elara the grannor'vin is stunned!
Skeleton master archer is stunned!
Erik hits Elara the grannor'vin for 84 darkness damage.
Erik hits Skeleton master archer for 233 darkness damage.
Skeleton warrior uses Stunning Blow.
Erik is stunned!
Skeleton mage casts Flame.
Erik is on fire!
Skeleton warrior uses Stunning Blow.
Skeleton warrior hits Erik for 107 physical, 13 light (120 total damage).
Skeleton warrior hits Erik for 97 physical damage.
Skeleton mage hits Erik for 70 fire damage.
Erik hits Skeleton warrior for 1 physical, 8 darkness, 6 light (15 total damage).
Erik hits Skeleton warrior for 4 physical, 29 darkness, 18 light (50 total damage).
Erik the level 18 cornac anorithil was jerkied to death by a skeleton warrior on level 1 of The Maze.
You have 3 life(s) left.
Erik deactivates Corona.
Erik stops burning.
Erik is no longer surging arcane power.
Erik deactivates Hymn of Shadows.
Erik is not stunned anymore.
Erik deactivates Chant of Fortitude.
Erik stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Skeleton mage killed Erik!
Erik is moving at extreme speed!
Saving done.
Erik slows down.


































































































