Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 17 / 54% |
Size | medium |
Lifes / Deaths | Killed by Mayaba the slumbering honey tree at level 15 on the 16th Haze 122nd year of Ascendancy at 20:36 0 / 6Killed by Voritha the hornet swarm at level 17 on the 13rd Regrowth 123rd year of Ascendancy at 16:14 Killed by Bethuleba the dire wolf at level 17 on the 14th Regrowth 123rd year of Ascendancy at 08:17 Killed by Bethuleba the dire wolf at level 17 on the 14th Regrowth 123rd year of Ascendancy at 11:33 Killed by Bethuleba the dire wolf at level 17 on the 14th Regrowth 123rd year of Ascendancy at 15:40 Killed by Meppa at level 17 on the 14th Regrowth 123rd year of Ascendancy at 15:44 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 15 (base 12) |
Constitution | 18 (base 12) |
Magic | 43 (base 34) |
Willpower | 33 (base 25) |
Cunning | 29 (base 28) |
Resources
Mana | 352/352 |
Psi | 360/360 |
Life | 237/237 |
Positive | 97/98 |
Stamina | 216/216 |
Paradox | 0 |
Healing Factor | 1.1 |
Regeneration | 0.935 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +124.87012987013% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 17 |
See Invisible | 23 |
Offense: Mainhand
Damage | 17 |
Accuracy | 24 |
Crit Chance | 25% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42.333333333333 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 29.85 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 4.75 |
Ranged Defense | 4.75 |
Fatigue | 7 |
Physical Save | 23.07 |
Spell Save | 31.91 |
Mental Save | 32.35 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 670% over 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 149 damage for 4 turns. Its effects scale with your Willpower 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 physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Psionic / Absorption | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+25% global speed). Clarity |
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 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ash magestaff 'Prismgasher' (15-18 power, 3 apr, physical element) ash magestaff 'Prismgasher' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Damage (Melee): 16 fire Changes stats: +2 Dex / +2 Con Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +17.00% Mana each turn: +0.25 Maximum mana: +41.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +2% See invisible: +7 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Sepsisvice' (1 def, 0 armour) linen wizard hat 'Sepsisvice' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes stats: +1 Con Changes resistances: +19% nature Changes damage: +11% nature Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
On feet | Berumas (0 def, 1 armour) Berumas (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +3 Mag Changes resistances: +6% temporal Changes resistances penetration: +5% temporal It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Tool | supercharged dwarven-steel torque of mindblast [power 241] (9 cooldown) supercharged dwarven-steel torque of mindblast [power 241] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 7 beam (dam 120-241), putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's copper ring of light (+22%) wizard's copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | steel ring 'Dimsnake' steel ring 'Dimsnake'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +3 Wil Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +12 (+6 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +25.00 Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | cruel ash magestaff of fate (15-18 power, 3 apr, arcane element) cruel ash magestaff of fate (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | Firepall (0 def, 1 armour) Firepall (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Damage when hit (Melee): 8 fire Changes resistances: +6% lightning / +3% fire Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Bethoriama the Rotmaim Bethoriama the RotmaimInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 nature Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
Cloak | Amurotar the Corpsepiety (1 def, 0 armour) Amurotar the Corpsepiety (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Mag / +3 Con Changes resistances: +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Earthblur' (1 def, 2 armour) rough leather armour 'Earthblur' (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% fire Maximum life: +20.00 A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 132) healing infusion of the wizard (heal 132)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 128) healing infusion of the wizard (heal 128)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 208 over 5 turns)regeneration infusion (heal 208 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 208 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 215 over 5 turns) regeneration infusion of the wizard (heal 215 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the titan (range 38)teleportation rune of the titan (range 38) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Constitution stat. 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. |
Branyblek BranyblekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag Changes resistances: +16% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Squalorstreak the copper amulet Squalorstreak the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% darkness Amulets can have magical properties. |
Thundermaim the copper amulet Thundermaim the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +3 Cun / +4 Con Changes damage: +9% lightning Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
copper amulet 'Eareromidur' copper amulet 'Eareromidur'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +3 Mag Mental save: +25 (+11 eff.) Knockback immunity: +10% Only die when reaching: -20.00 life Amulets can have magical properties. |
Glarevortex GlarevortexCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +5% light Light radius: +2 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.22 cold and 14.05 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (20-30 power, 2 apr)steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
Duathelwither (16.5-21.45 power, 6 apr) Duathelwither (16.5-21.45 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +6 temporal / +5 nature / +4 darkness When wielded/worn: Critical mult.: +10.00% Maximum mana: +20.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of projection (11-14.3 power, 6 apr)arcing steel dagger of projection (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +4 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of erosion (14-18.2 power, 6 apr)hateful steel dagger of erosion (14-18.2 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 temporal / +5 darkness / +4 nature Damage against: +6% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Loroldil' (10.5-13.65 power, 5 apr)iron dagger 'Loroldil' (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +5% Living When wielded/worn: Changes resistances: +5% arcane Spell save: +10 (+4 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of erosion (10.5-13.65 power, 6 apr)steel dagger of erosion (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (21-33.6 power, 2 apr)balanced steel greatsword (21-33.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+10 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of dampening (22.5-36 power, 2 apr)steel greatsword of dampening (22.5-36 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +14% acid / +12% fire / +10% cold / +12% lightning Spell save: +10 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elm longbow 'Gloryrevea'elm longbow 'Gloryrevea' Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +6 (+3 eff.) Changes resistances: +6% lightning Talent cooldown: Steady Shot (-1 turn) Disease immunity: +5% Silence immunity: +25% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. arcing steel longsword of projection (16.5-23.1 power, 3 apr)arcing steel longsword of projection (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Aruna (11.5-12.65 power, 18 apr, mind damage) Aruna (11.5-12.65 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 11.5 - 12.7 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% physical Mental save: +2 (+1 eff.) Life regen: +0.50 Maximum life: +12.00 Maximum psi: +12.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. Vipertitan (15-18 power, 3 apr, lightning element)Vipertitan (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Defense: +7 (+7 eff.) Effects on melee hit: * 5% chance to blind Changes stats: +3 Wil Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: 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 86.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Xeryna the ash magestaff (17-20.4 power, 3 apr, arcane element)Xeryna the ash magestaff (17-20.4 power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Changes stats: +1 Str Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Maximum life: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. verdant woollen robe (0 def, 0 armour)verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes damage: +7% nature Poison immunity: +26% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samedofang the Strikefoe (2 def, 1 armour) Samedofang the Strikefoe (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -4% Changes resistances: +3% acid / +5% arcane / +3% lightning Maximum encumbrance: +22 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Shadowgrinder (0 def, 3 armour) Shadowgrinder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +5 (+5 eff.) Armour: +3 Fatigue: +3% Changes damage: +6% darkness Mental save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (2 def, 1 armour)pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap 'Ce'Nakira' (0 def, 1 armour)rough leather cap 'Ce'Nakira' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% light Spell save: +3 (+1 eff.) Stamina when hit: +0.90 Equilibrium when hit: +0.90 Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Arthirayalen the Arcquench (9 def, 10 armour)Arthirayalen the Arcquench (9 def, 10 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Fatigue: +20% Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes resistances penetration: +5% lightning Changes damage: +9% mind Mental save: +11 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour)steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Eclipsesmasher the quiver of ash arrows (22/22, 20-28 power, 7 apr)Eclipsesmasher the quiver of ash arrows (22/22, 20-28 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +16 Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 22 On weapon crit: * cripple the target Damage (Ranged): +8 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
246 alchemist agate 246 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyrathra [power 16] (12 cooldown) Cyrathra [power 16] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes damage: +6% physical It can be used to disarm traps (16 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Meppa the Shalore Adventurer level 16
3rd Decay 122nd year of Ascendancy at 13:39 see stats
By Meppa the Shalore Adventurer level 10
55th Dusk 122nd year of Ascendancy at 03:41 see stats
By Meppa the Shalore Adventurer level 16
57th Haze 122nd year of Ascendancy at 05:10 see stats
By Meppa the Shalore Adventurer level 10
57th Dusk 122nd year of Ascendancy at 19:43 see stats
By Meppa the Shalore Adventurer level 9
20th Dusk 122nd year of Ascendancy at 17:11 see stats
By Meppa the Shalore Adventurer level 16
73rd Haze 122nd year of Ascendancy at 07:59 see stats
Log
Meppa is no longer beckoned.
Meppa converts damage to paradox!
Meppa converts some damage to Psi!
Insidious Poison from Nerylevena the large white snake hits Meppa for (0 to psi shield), 0 to psi, (0 converted), 0 nature (0 total damage).
Nerylevena the large white snake's Venomous Strike hits Meppa for (34 to psi shield), 20 to psi, (14 converted), 32 nature, (0 to psi shield), 0 to psi, (0 converted), 0 nature (52 total damage).
Bethuleba the dire wolf uses Ice Claw.
Meppa converts damage to paradox!
Meppa converts some damage to Psi!
Bethuleba the dire wolf hits Meppa for 85 to psi, (57 converted), 132 cold (217 total damage).
Meppa hits Bethuleba the dire wolf for 7 temporal, 7 fire, 6 nature (19 total damage).
Meppa the level 17 shalore adventurer was frozen and shattered into a million little shards to death by Bethuleba the dire wolf (yet again) on level 2 of Old Forest.
You have no more lives left.
Meppa deactivates Premonition.
Meppa is no longer pinned.
Meppa deactivates Reality Smearing.
The protective shield of Meppa disappears.
Meppa deactivates Arcane Combat.
Meppa deactivates Beyond the Flesh.
Meppa is no longer poisoned.
Meppa deactivates Kinetic Shield.
Meppa stops converting damage to paradox..
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Bethuleba the dire wolf killed Meppa!
Saving done.
Talent Infusion: Wild is ready to use.
Talent Healing Light is ready to use.
Saving game...