











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Auto Talent Assistant 1.7.4Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 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. Improved line-wrapping logic thanks to Joerle! 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:
Ignore Race/Class Locks 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 23 / 59% |
| Size | small |
| Lifes / Deaths | 0 / 5 |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 28 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 73 (base 53) |
| Willpower | 23 (base 10) |
| Cunning | 67 (base 44) |
Resources
| Life | 513/513 |
| Mana | 187/187 |
| Stamina | 208/208 |
| Healing Factor | 1.062941519274 |
| Regeneration | 3.4545599376406 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.205122053264% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 43.121266583007 |
| See Invisible | 44.121266583007 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 42 |
| Crit Chance | 32% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 42 |
| Crit Chance | 34% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Lightning | +54% |
| Darkness | +14% |
| Cold | +20% |
| Blight | +38% |
| Arcane | +8% |
| Fire | +19% |
| All | +5% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +5% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Acid | 34%( 70%) |
| Blight | 34%( 70%) |
| Arcane | 18%( 70%) |
| Cold | 39%( 70%) |
| All | 9%( 70%) |
| Darkness | 12%( 70%) |
| Lightning | 23%( 70%) |
| Mind | 14%( 70%) |
| Fire | 14%( 70%) |
| Nature | 21%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% 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. |
| 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 139 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: 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 495 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1238% for 10 turns (51 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Arcane Feed |
| talent | Fiery Hands |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Shielding |
| talent | Arcane Combat |
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara) | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | Beleyawe the Festermire (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +6% acid Ignore resists +5% acid On-Hit (Melee): * 10% chance to slow global speed by 48% * 20% chance to reduce armor by 39% defense ------ Armor +1 Resistance +6% lightning +3% nature Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 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 143% 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. A pair of boots made of leather. |
| Light source | Flashpiety the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to slow global speed by 48% * 20 arcane resource burn defense ------ Resistance +9% lightning other ------- Light +5 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 | mindwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.11 Infravision +3 See Stealth +5 See Invis +6 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 54% and attempts to push all creatures other than yourself out of its radius, inflicting 11.33 light damage and 12.30 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | spellstreaming dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +6% Spellpower +13 (+3 eff.) On-Hit 12 arcane Damage +3% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane other ------- Mana/turn +0.22 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +11 arcane On Hit: 10% Elemental Bolt 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Murkbone the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +13.00% Physical Power +6 (+2 eff.) Damage +6% lightning +9% darkness Ignore resists +15% darkness Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +27% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Fogfear0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +25 (+9 eff.) Accuracy +5 (+2 eff.) When Hit 4 lightning defense ------ Armor +4 Resistance +3% darkness Life Regen +3.00 Stun Resist +29% other ------- Max stamina +30.00 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.58 cold and 11.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+6 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Beiraneg the Shimmervault (117% power, 3 apr, lightning element)3.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 117% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +10% Critical power +10.00% Spellpower +9 (+2 eff.) Spellpower/crit +2 Damage +6% blight +33% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Dusktrial1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +10% darkness Against +15% Summoned On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +7 Resistance +6% fire +8% cold Resist Against +21% Summoned Create a temporary shield that absorbs 359 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In off hand | Yvawyn the Lavawend (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 lightning +8 fire On-crit, radius 2 +20 fire While equipped: offense ------ Physical Crit +7.0% Critical power +19.00% Damage +9% fire Ignore Armor +7 defense ------ Resistance +6% mind Sharp, short and deadly. |
| Cloak | Runugen (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% blight defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Crit Resistance 15.00% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubawe the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +27% blight +5% all When Hit 6 mind defense ------ Resistance +27% blight +9% all Mind save +3 (+2 eff.) other ------- EQ when Hit +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 174; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease 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 nature talent. |
movement infusion of the psychic (speed 475%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 25%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the warrior (damage 149; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 148.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of mastery (0.10 Spell / Fire)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +22% other ------- Masteries +0.10 Spell/Fire Amulets make your neck look great! |
steel amulet &039;0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +3 Wil +9 Lck offense ------ Damage +6% light Accuracy +7 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resist unseen 10% other ------- Psi when Hit +0.12 Hate-on-crit +1.00 Max psi +20.00 Amulets make your neck look great! |
copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
Velowe the elm magestaff (100% power, 2 apr, lightning element)3.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +6% Critical power +6.00% Spellpower +3 (+1 eff.) Damage +10% lightning Ignore resists +5% mind Accuracy +20 (+7 eff.) When Hit 4 physical defense ------ Mind save +15 (+8 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing short elm magestaff of illumination (100% power, 2 apr, lightning element)3.0 Encumbrance T1 staff 1H weapon [Ego] Arcane/Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn 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 91.54 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. |
elm magestaff &039; (100% power, 2 apr, lightning element)3.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +4.0% Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning +9% light +12% nature On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +3% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +12% Critical power +10.00% Spellpower +6 (+1 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (112% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 112% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron longsword (105% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron dagger &039; (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage While equipped: Stats +1 Wil offense ------ Spellpower/crit +8 Damage +6% blight Ignore resists +5% arcane When Hit 2 lightning defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
thought-forged iron dagger (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Psionic Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 mind On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
steel dagger &039; (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +4 blight On-crit, radius 2 +12 blight On Hit: * 11% chance to reduce all saves and defense by 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +11.0% Physical Power +7 (+3 eff.) Ignore resists +15% blight Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+6 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
iron shield (0 def, 2 armour, 94% power, 21 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 95% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +21 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Glatta the Arcpall (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Damage +9% lightning defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
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. |
rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Ignore resists +5% light +5% temporal When Hit 6 temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Resistance +6% darkness Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
linen cloak &039; (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Mag +3 Wil +1 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +1 Fatigue -5% Crit Resistance 5.00% Physical save +5 (+2 eff.) Silence Resist +20% other ------- Encumbrance +21 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 95.61 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Dralach the Rainkarma (20 def, 10 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Con offense ------ Accuracy +7 (+3 eff.) defense ------ Armor +10 Defense +20 (+8 eff.) Fatigue +3% Resistance +12% cold Physical save +13 (+6 eff.) Mind save +7 (+4 eff.) Disarm Resist +31% other ------- Max stamina +20.00 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Yvyselaith the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Spellpower/crit +8 Accuracy +16 (+6 eff.) When Hit 6 arcane defense ------ Armor +2 Fatigue +3% other ------- Mana/turn +0.16 Mana-on-crit +2.00 Vim-on-crit +2.00 Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
5 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
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. |
9 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. |
3 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. |
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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
68 alchemist agate0.0 Encumbrance 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. |
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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
survivor&2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Healmod +10% other ------- Light +3 See Stealth +6 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 275/400 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. |
Vorykira the Phoenixviper [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +2 Con offense ------ Ignore resists +10% cold defense ------ Resistance +3% fire Crit Resistance 5.00% Create a shield absorbing up to 168 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 159 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ivybrema the Noonradiance [power 200] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +15.00% When Hit 4 light other ------- Psi when Hit +0.24 Light +3 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gaffaol the Halfling Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 03:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gaffaol the Halfling Arcane Blade level 20
33rd Dusk 122nd year of Ascendancy at 19:42 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Gaffaol the Halfling Arcane Blade level 20
36th Dusk 122nd year of Ascendancy at 15:39 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Gaffaol the Halfling Arcane Blade level 20
37th Dusk 122nd year of Ascendancy at 05:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gaffaol the Halfling Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 01:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Gaffaol the Halfling Arcane Blade level 15
8th Dusk 122nd year of Ascendancy at 03:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gaffaol the Halfling Arcane Blade level 15
5th Dusk 122nd year of Ascendancy at 08:36 see stats
Log
You gain 3.00 gold from the transmogrification of heroism infusion (die at -100; dur 6; cd 35).
You gain 0.65 gold from the transmogrification of healing infusion (heal 50; cd 13).
You gain 0.62 gold from the transmogrification of healing infusion (heal 40; cd 11).
There is a A path into the Old Forest here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 46th Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 01:06.
Today is the 48th Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 00:38.
Today is the 50th Dusk of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 00:10.
Ran for 5 turns (stop reason: didn&LASTLAST039;Eyal.
The time is 01:18.
Ran for 2 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
There is no way out of this level here.
There is a Passageway into the Daikara here (press &039; or right click to use).
There is an exit to the worldmap here (press &039; or right click to use).
Accepted quest &039;! (Press &039; to see the quest log)
Saving game...
Saving done.










































































































