Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 38 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 2 on the 17th Voratun 122nd year of Ascendancy at 18:13 1 / 6Killed by skeleton master archer at level 18 on the 2nd Loss 122nd year of Ascendancy at 20:02 Killed by Grand Corruptor at level 23 on the 17th Shortage 122nd year of Ascendancy at 17:51 Killed by The Master at level 26 on the 22nd Iron 123rd year of Ascendancy at 07:52 Killed by Slasul at level 33 on the 38th Stralite 123rd year of Ascendancy at 06:25 Killed by The Shadow's Inner Demon at level 36 on the 1st Dearth 123rd year of Ascendancy at 10:11 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 33 (base 18) |
| Constitution | 65 (base 55) |
| Magic | 73 (base 60) |
| Willpower | 29 (base 10) |
| Cunning | 56 (base 30) |
Resources
| Mana | 357/357 |
| Negative | 42/131 |
| Life | 1395/1395 |
| Positive | 42/131 |
| Psi | 119/119 |
| Healing Factor | 1.1 |
| Regeneration | 4.675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 38 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63.25 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 41.664851045667 |
| Ranged Defense | 42.331517712334 |
| Fatigue | 0 |
| Physical Save | 65.960634822826 |
| Spell Save | 64.360634822826 |
| Mental Save | 47.172819616041 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
| Poison Resistance | 10% |
| Stun Resistance | 39% |
Inscriptions (5/5)
| 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 324 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Cunning stat. |
| 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 mental or magical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 22) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any demon around. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Twilight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hymn of Shadows |
| talent | Premonition |
| talent | Corona |
| talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by The Shadow. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 511. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots of evasion (10 def, 1 armour) pair of rough leather boots of evasion (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 22 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | alchemist's lamp 'Duskquencher' alchemist's lamp 'Duskquencher'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +3% cold / +7% fire Changes damage: +6% darkness Spell save: +10 (+2 eff.) Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing cashmere wizard hat of light (+18%) (2 def, 0 armour) stabilizing cashmere wizard hat of light (+18%) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +18% light Changes damage: +12% light Physical save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | quiet stralite torque of kinetic psionic shield [power 109] (20 cooldown) quiet stralite torque of kinetic psionic shield [power 109] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 109 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of pilfering conjurer's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Samosin SamosinInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +6% fire Poison immunity: +10% Stun/Freeze immunity: +39% Life regen: +2.90 Maximum life: +100.00 Healing mod.: +10% Rings can have magical properties. |
| Around waist | blurring rough leather belt of burglary blurring rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +11 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal bonus arcane and darkness damage On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% It can be used to activate talent Gravity Well (costing 12 power out of 12/12) : Effective talent level: 3.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: instantaneous Is: a spell Description: Increases local gravity in a radius of 4 for 6 turns, dealing 22.15 physical (gravity) damage as well as decreasing the global speed of all affected targets by 23%. The damage done will scale with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | steady drakeskin leather gloves of dispersion (0 def, 3 armour) steady drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Damage (Melee): 4 arcane Changes stats: +6 Mag / +8 Wil Changes resistances: +6% arcane Physical save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +25% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stargazer's silk robe of Linaniil (3 def, 0 armour) stargazer's silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Cun Changes damage: +9% light / +9% darkness Mana each turn: +0.13 Maximum mana: +60.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Cyratha' (2 def, 0 armour) cashmere cloak 'Cyratha' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Con Changes resistances: +3% acid / +3% temporal Changes damage: +9% physical Physical save: +8 (+2 eff.) Mental save: +11 (+4 eff.) Life regen: +0.20 Only die when reaching: -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. |
| Around neck | wanderer's stralite amulet of the eclipse wanderer's stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 9% chance to blind Changes stats: +6 Dex / +5 Cun / +5 Con Changes damage: +11% light / +9% darkness Life regen: +0.90 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Inventory
Rune of the Rift (266.00 temporal damage, removed from time 4 turns) Rune of the Rift (266.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 266.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
archmage's stralite amulet of perfection (0.30 Celestial / Star fury,0.30 Celestial / Eclipse) archmage's stralite amulet of perfection (0.30 Celestial / Star fury,0.30 Celestial / Eclipse)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +4% fire / +6% cold / +6% lightning Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Eclipse Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
protective stralite amulet protective stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Physical save: +14 (+4 eff.) Amulets can have magical properties. |
savior's steel amulet of manastreaming savior's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +13 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's steel ring of pilfering conjurer's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +4 Mag / +5 Wil Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's stralite ring of sensing conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Blindness immunity: +20% Spellpower: +11 (+3 eff.) Infravision radius: +4 See stealth: +17 See invisible: +10 Rings can have magical properties. |
gold ring 'Ereran' gold ring 'Ereran'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% nature / +9% cold Spell save: +10 (+2 eff.) Disarm immunity: +38% Pinning immunity: +35% Stun/Freeze immunity: +5% Knockback immunity: +34% Maximum life: +35.00 Rings can have magical properties. |
mule's stralite ring of tenacity mule's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Disarm immunity: +26% Pinning immunity: +32% Knockback immunity: +33% Maximum life: +21.00 Rings can have magical properties. |
stralite ring of frost (+28%) stralite ring of frost (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
treant's stralite ring of warding treant's stralite ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +16% acid / +17% lightning / +9% blight / +16% cold / +9% nature / +24% fire Poison immunity: +16% Disease immunity: +17% Rings can have magical properties. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 12.30 acid and 12.30 blight damage. If not cleared after five turns it will inflict 175.74 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
potent elven-wood vilestaff of wizardry (35-42 power, 5 apr, darkness element) potent elven-wood vilestaff of wizardry (35-42 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +35% darkness Talent granted: +1 Command Staff Maximum mana: +47.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
spellwoven silk robe of Linaniil (3 def, 0 armour) spellwoven silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Spell save: +22 (+6 eff.) Mana each turn: +0.28 Maximum mana: +65.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% blight Changes damage: +7% nature Poison immunity: +26% Disease immunity: +22% Life regen: +1.90 Maximum life: +54.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Splendourpiety' (0 def, 3 armour) pair of hardened leather boots 'Splendourpiety' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 light Changes stats: +2 Str / +7 Dex / +1 Wil / +4 Cun / +5 Con / +7 Lck Stealth bonus: +8 Physical save: +25 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +24 (+8 eff.) A pair of boots made of leather. |
Bokan the Shimmerwire (2 def, 0 armour) Bokan the Shimmerwire (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 16 lightning Changes resistances: +6% lightning Psi each turn: +0.18 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Eilinoda the Smolderblack (3 def, 0 armour) Eilinoda the Smolderblack (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+4 eff.) Defense: +3 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 12 acid Changes stats: +14 Cun / +14 Wil Changes resistances: +30% cold / +30% fire Changes damage: +20% cold / +26% fire Reduces incoming crit damage: 10.00% Mindpower: +12 (+6 eff.) A pointy cloth hat, very wizardly... |
Blazeobsidian (4 def, 11 armour) Blazeobsidian (4 def, 11 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature Changes resistances: +8% acid / +13% cold / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +9% nature Allows you to breathe in: water A suit of armour made of leather. |
Gloryranne the iron pickaxe (dig speed 30 turns) Gloryranne the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +1 Changes stats: +1 Str Maximum encumbrance: +10 Maximum life: +50.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 492.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Earigrim the dwarven-steel torque of psychoportation [power 27] (20 cooldown) Earigrim the dwarven-steel torque of psychoportation [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Cun Grants telepathy: Dragon Light radius: +2 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of thermal psionic shield [power 153] (30 cooldown) overpowered stralite torque of thermal psionic shield [power 153] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 153 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield [power 99] (20 cooldown) stralite torque of charged psionic shield [power 99] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 99 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 54] (20 cooldown) elven-wood totem of thorny skin [power 54] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 54 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By The Shadow the Dwarf Anorithil level 27
25th Iron 123rd year of Ascendancy at 06:02 see stats
Arachnophobia
Destroyed the spydric menace.By The Shadow the Dwarf Anorithil level 32
28th Stralite 123rd year of Ascendancy at 01:45 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By The Shadow the Dwarf Anorithil level 33
2nd Acquisition 123rd year of Ascendancy at 12:32 see stats
Brave new world
Went to the Far East and took part in the war.By The Shadow the Dwarf Anorithil level 31
21st Stralite 123rd year of Ascendancy at 00:36 see stats
Clone War
Destroyed your own Shade.By The Shadow the Dwarf Anorithil level 38
14th Dearth 123rd year of Ascendancy at 20:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By The Shadow the Dwarf Anorithil level 18
27th Dearth 122nd year of Ascendancy at 01:40 see stats
Destroyer's bane
Killed Golbug the Destroyer.By The Shadow the Dwarf Anorithil level 30
12nd Stralite 123rd year of Ascendancy at 23:27 see stats
Dragon's Greed
Amassed 8000 gold pieces.By The Shadow the Dwarf Anorithil level 37
8th Dearth 123rd year of Ascendancy at 04:09 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By The Shadow the Dwarf Anorithil level 20
27th Loss 122nd year of Ascendancy at 00:26 see stats
Exterminator
Killed 1000 creatures.By The Shadow the Dwarf Anorithil level 16
9th Wealth 122nd year of Ascendancy at 23:42 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By The Shadow the Dwarf Anorithil level 16
9th Wealth 122nd year of Ascendancy at 23:46 see stats
Fear me not!
Survived the Fearscape!By The Shadow the Dwarf Anorithil level 25
17th Iron 123rd year of Ascendancy at 08:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Shadow the Dwarf Anorithil level 14
24th Profit 122nd year of Ascendancy at 21:21 see stats
Level 10
Got a character to level 10.By The Shadow the Dwarf Anorithil level 10
14th Profit 122nd year of Ascendancy at 22:49 see stats
Level 20
Got a character to level 20.By The Shadow the Dwarf Anorithil level 20
21st Loss 122nd year of Ascendancy at 14:18 see stats
Level 30
Got a character to level 30.By The Shadow the Dwarf Anorithil level 30
8th Stralite 123rd year of Ascendancy at 01:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By The Shadow the Dwarf Anorithil level 17
25th Wealth 122nd year of Ascendancy at 23:02 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By The Shadow the Dwarf Anorithil level 28
28th Iron 123rd year of Ascendancy at 08:29 see stats
Sliders
Activated a portal using the Orb of Many Ways.By The Shadow the Dwarf Anorithil level 31
13rd Stralite 123rd year of Ascendancy at 02:44 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By The Shadow the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 02:46 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By The Shadow the Dwarf Anorithil level 18
8th Loss 122nd year of Ascendancy at 07:01 see stats
The Arena
Unlocked Arena mode.By The Shadow the Dwarf Anorithil level 7
2nd Profit 122nd year of Ascendancy at 04:58 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By The Shadow the Dwarf Anorithil level 18
8th Loss 122nd year of Ascendancy at 07:01 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Shadow the Dwarf Anorithil level 17
8th Dearth 122nd year of Ascendancy at 15:08 see stats
The secret city
Discovered the truth about mages.By The Shadow the Dwarf Anorithil level 8
7th Profit 122nd year of Ascendancy at 17:44 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By The Shadow the Dwarf Anorithil level 11
20th Profit 122nd year of Ascendancy at 00:35 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By The Shadow the Dwarf Anorithil level 38
29th Dearth 123rd year of Ascendancy at 15:15 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Shadow the Dwarf Anorithil level 27
25th Iron 123rd year of Ascendancy at 02:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Shadow the Dwarf Anorithil level 18
30th Dearth 122nd year of Ascendancy at 17:09 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By The Shadow the Dwarf Anorithil level 26
22nd Iron 123rd year of Ascendancy at 19:21 see stats
Log
Saving game...
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Lore found: Unflinching Eye
You can read all your collected lore in the game menu, by pressing Escape.
Connection to online server established.
Bought: archmage's stralite amulet of perfection (0.30 Celestial / Star fury,0.30 Celestial / Eclipse) for 158.65 gold.
You gain 4.08 gold from the transmogrification of Bleakpall the steel ring.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a portal back here (press '' or right click to use).
Ran for 40 turns (stop reason: at exit).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' 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.
Saving game...
Saving done.
Today is the 42nd Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
The Shadow deactivates Chant of Fortitude.
The Shadow deactivates Premonition.
The Shadow deactivates Corona.
The Shadow deactivates Hymn of Shadows.
