Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | New Gem Types 1.0.5Minmay's runic golem left me wanting more gems, so I made more gems! There's still a few colors here and there missing, especially at T5 due to the supersaturation of Whites, but it's a decent holdover. Three new lines of gems. Crystal Race! New race based off of the crystals of scintillating caves! Full list of gems on the thread. Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 17 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Bahsa the shalore at level 5 on the 59th Dusk 122nd year of Ascendancy at 13:51 0 / 6Killed by Lioin the shalore at level 13 on the 57th Haze 122nd year of Ascendancy at 09:43 Killed by boiling horror at level 15 on the 67th Haze 122nd year of Ascendancy at 07:34 Killed by Xerokira the thief at level 16 on the 75th Haze 122nd year of Ascendancy at 16:29 Killed by Lubck the halfling at level 17 on the 4th Decay 122nd year of Ascendancy at 08:11 Killed by disarming trap at level 17 on the 8th Decay 122nd year of Ascendancy at 16:43 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 54 (base 42) |
| Willpower | 50 (base 37) |
| Cunning | 27 (base 11) |
Resources
| Life | -96/213 |
| Mana | 205/363 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 7 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49.333333333333 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.9 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 10.35 |
| Ranged Defense | 10.35 |
| Fatigue | 1 |
| Physical Save | 28.411019348603 |
| Spell Save | 40.074012899069 |
| Mental Save | 32.9125 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 10% |
| Stun Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. 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 Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 866% over 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Arcane Shield |
| talent | Chant of Fortitude |
| beneficial effect | The time distortion has created a restoration field, healing the target for 83 each turn. Temporal Restoration Field |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
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 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. | 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 lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 9. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of squid ink. * 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within3 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
| On feet | wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Con Physical save: +11 Mental save: +11 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +4 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 | Earehir the cashmere wizard hat (2 def, 0 armour) Earehir the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun Changes resistances: +3% lightning / +6% cold / +6% fire Mental save: +7 Poison immunity: +10% Stun/Freeze immunity: +15% A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | pixie's steel ring pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Spellpower: +7 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +40% blight Damage affinity(heal): +20% nature Disease immunity: +50% Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
| On hands | polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe of Angolwen (0 def, 0 armour) linen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Wil / +3 Mag Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Analeg the linen cloak (1 def, 0 armour) Analeg the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +2 Mag Critical mult.: +5.00% Spell save: +5 Maximum mana: +41.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of cunning (+3) steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
Inventory
acid wave rune of the wizard (179 acid damage; dur 5; apply 59) acid wave rune of the wizard (179 acid damage; dur 5; apply 59)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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 179.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 59. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. warrior's steel ring of perseverancewarrior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage (Melee): +10 draining blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of might (20-24 power, 4 apr, acid element)cruel yew vilestaff of might (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +9 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of projection (15-21 power, 3 apr)flaming steel waraxe of projection (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 mind Burst (radius 1) on hit: +5 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe of purging (21.5-30.1 power, 4 apr)warbringer's dwarven-steel waraxe of purging (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Physical power: +8 Changes stats: +2 Con Changes resistances penetration: +8% physical Disarm immunity: +13% One-handed war axes. |
linen cloak of implacability (1 def, 0 armour) linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +6 Mental save: +6 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. |
dispeller's woollen robe (0 def, 0 armour) dispeller's woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% lightning / +7% darkness / +8% blight / +7% fire / +7% light / +7% cold Physical save: +10 Spell save: +22 Mental save: +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. insulating pair of dwarven-steel boots (0 def, 4 armour)insulating pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% cold / +7% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding linen wizard hat of lightning (+22%) (1 def, 0 armour) grounding linen wizard hat of lightning (+22%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +22% lightning / +6% temporal Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +6% physical Physical save: +13 Life regen: +2.10 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of command (7 def, 8 armour)cured leather armour of command (7 def, 8 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +7 Fatigue: +7% Changes stats: +2 Cun Mental save: +14 A suit of armour made of leather. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
4 agate 4 agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
104 alchemist agate 104 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
6 carnelian 6 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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. |
6 small geode 6 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
6 tiny geode 6 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. supercharged yew totem of thorny skin [power 55] (26 cooldown)supercharged yew totem of thorny skin [power 55] (26 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 50%, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
elm wand of clairvoyance [power 9] (6 cooldown) elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
opal opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Randalor the Shalore Archmage level 13
52nd Haze 122nd year of Ascendancy at 05:18 see stats
Exterminator
Killed 1000 creatures.By Randalor the Shalore Archmage level 16
75th Haze 122nd year of Ascendancy at 17:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Randalor the Shalore Archmage level 16
67th Haze 122nd year of Ascendancy at 13:56 see stats
Level 10
Got a character to level 10.By Randalor the Shalore Archmage level 10
29th Haze 122nd year of Ascendancy at 16:05 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Randalor the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Randalor the Shalore Archmage level 11
42nd Haze 122nd year of Ascendancy at 17:08 see stats
The Arena
Unlocked Arena mode.By Randalor the Shalore Archmage level 5
76th Pyre 122nd year of Ascendancy at 15:14 see stats
Log
The fabric of time around Randalor stabilizes to normal.
The powerful time-altering energies generate a restoration field on Randalor.
Randalor hits Ivann the sandworm for 1 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane (13 total damage).
Ivann the sandworm hits Randalor for (48 to time), 0 physical, (5 to time), 0 mind, (20 to time), 3 physical (3 total damage).
Talent Fireflash is ready to use.
Talent Manathrust is ready to use.
Randalor receives 108 healing from Temporal Restoration Field.
Ivann the sandworm hits Randalor for 16 physical damage.
Burning from Randalor hits Ivann the sandworm for 15 fire, 29 cold, 21 lightning, 21 arcane (86 total damage).
Randalor casts Manathrust.
Ivann the sandworm uses Bear Trap.
Randalor resists the mind attack!
Randalor hits Ivann the sandworm for 26 fire, 49 cold, 37 lightning, 37 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane (161 total damage).
Ivann the sandworm hits Randalor for 60 physical, 2 mind, 29 physical (92 total damage).
Randalor receives 108 healing from Temporal Restoration Field.
Ivann the sandworm uses Bear Trap.
Ivann the sandworm performs a melee critical strike against Randalor!
Randalor hits Ivann the sandworm for 1 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 2 cold, 2 lightning, 2 arcane (13 total damage).
Ivann the sandworm hits Randalor for 104 physical, 5 mind, 29 physical (138 total damage).
You collect a new ingredient: sandworm tooth.
Burning from Randalor hits Ivann the sandworm for 15 fire, 29 cold (43 total damage).
Burning from Randalor killed Ivann the sandworm!
You pickup 0.40 gold pieces.
Talent Flame is ready to use.
Randalor receives 108 healing from Temporal Restoration Field.
Randalor triggers a trap (Ivann the sandworm's disarming trap)!
Saving game...
