








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Skeleton |
Class | Archmage |
Level / Exp | 27 / 95% |
Size | medium |
Lifes / Deaths | Killed by Poltergeist Xeraldatira the steel greatsword at level 16 on the 67th Haze 122nd year of Ascendancy at 17:53 0 / 8Killed by worm that walks at level 18 on the 3rd Allure 123rd year of Ascendancy at 07:39 Killed by Nerotta the multi-hued drake hatchling at level 20 on the 10th Allure 123rd year of Ascendancy at 18:03 Killed by scourge drake at level 21 on the 20th Regrowth 123rd year of Ascendancy at 14:02 Killed by elven cultist at level 25 on the 42nd Pyre 123rd year of Ascendancy at 10:34 Killed by elven blood mage at level 27 on the 66th Pyre 123rd year of Ascendancy at 06:59 Killed by Grand Corruptor at level 27 on the 67th Pyre 123rd year of Ascendancy at 03:03 Killed by Grand Corruptor at level 27 on the 67th Pyre 123rd year of Ascendancy at 04:23 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 1 (base 10) |
Constitution | 11 (base 10) |
Magic | 69 (base 54) |
Willpower | 64 (base 58) |
Cunning | 17 (base 11) |
Resources
Life | -351/469 |
Mana | 152/517 |
Healing Factor | 1.0082872928177 |
Regeneration | 15.976539920545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.85179503776% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 30 |
Accuracy | 5 |
Crit Chance | 8% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Arcane | +31% |
Cold | +33% |
All | 0% |
Lightning | +25% |
Physical | +13% |
Temporal | +8% |
Darkness | +8% |
Mind | +11% |
Fire | +28% |
Nature | +11% |
Offense: Damage Penetration
Darkness | +35% |
Temporal | +10% |
Blight | +10% |
Arcane | +30% |
Cold | +47% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 12 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 36 |
Mental Save | 21 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 61%( 70%) |
All | + 9%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 27%( 70%) |
Light | + 14%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 29%( 70%) |
Lightning | + 11%( 70%) |
Fire | + 25%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 92% |
Bleed Resistance | 100% |
Confusion Resistance | 31% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 27 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 532 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1051% for 10 turns (88 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Ice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Water | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Thunderstorm |
talent | Arcane Power |
talent | Feather Wind |
talent | Shielding |
talent | Uttercold |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target is infected by a disease, reducing its dexterity by 25 and doing 40.85 blight damage per turn. Decrepitude Disease |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
detrimental effect | The target is hexed. Each time it uses an ability it takes 117.62 fire damage, and talent cooldowns are increased by 72% plus 1 turn. Burning Hex |
beneficial effect | The target has 9 increased life regeneration. Recovery |
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 |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by she will guide me to victory. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * '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.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | active |
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! | 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 within10 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Xanydhenn the Kilnfiend (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Changes stats: +6(-) Mag / +1(-) Wil Changes resistances: +3%(-) fire Changes damage: +3%(-) fire Reduces incoming crit damage: 5.00% (-) Maximum encumbrance: +21 (-) Physical save: +6 (+6 eff.) (-) See invisible: +9 (-) A pair of boots made of leather. |
Light source | ![]() Turydramas the alchemist's lamp Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 30(-) fire Changes resistances: +5%(-) arcane / +12%(-) fire Mana each turn: +0.04 (-) Spellpower on spell critical (stacks up to 3 times): +6 (-) Maximum mana: +60.00 (-) Light radius: +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() linen wizard hat 'Bregarerig' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +1%(-) physical / +11%(-) mind / +3%(-) temporal Changes damage: +11%(-) mind Life regen: +2.00 (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A pointy cloth hat, very wizardly... |
Tool | ![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 | ![]() Snowdeath the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) (-) Changes stats: +6(-) Cun / +7(-) Dex Changes resistances: +9%(-) cold Changes resistances penetration: +10%(-) blight Spell save: +6 (+3 eff.) (-) Mana when firing critical spell: +2.00 (-) Maximum mana: +80.00 (-) Spellpower: +30 (+8 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: -5% Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +0%(-9%) cold Changes resistances penetration: +0%(-10%) blight Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: -7 (-6 eff.) Mana when firing critical spell: +0.00 (-2.00) Maximum mana: +0.00 (-80.00) Spellpower: +0 (+0 eff.) (-30 (-8 eff.)) You heal for 2.5% of the damage you deal. Healing during current combat: 3.94 You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
Around waist | ![]() Shadewinter the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 8(-) nature Changes resistances: +3%(-) lightning / +12%(-) darkness Changes resistances penetration: +10%(-) darkness Maximum life: +37.00 (-) A belt that goes around your waist. |
In main hand | ![]() Phoenixpain the elven-wood starstaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 4(-) arcane Changes resistances: +3%(-) fire Changes resistances penetration: +30%(-) arcane Changes damage: +25%(-) lightning / +25%(-) cold / +31%(-) arcane / +25%(-) fire Talents granted: +1.00(-) Command Staff Mana each turn: +0.30 (-) Spellpower: +32 (+8 eff.) (-) Spell crit. chance: +13% (-) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +8%(-) darkness / +8%(-) temporal Changes resistances penetration: +10%(-) darkness / +10%(-) temporal Changes damage: +8%(-) darkness / +8%(-) temporal N.Energy each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +3% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() Manildil (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15%(-) acid / +13%(-) physical / +16%(-) nature / +9%(-) all Changes damage: +10%(-) acid / +13%(-) physical / +11%(-) nature Blindness immunity: +20% (-) Life regen: +4.00 (-) Only die when reaching: -60.00 life (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() linen cloak 'Niregovon' (11 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 (-) Defense: +11 (+11 eff.) (-) Damage when hit (Melee): 2(-) physical Changes stats: +1(-) Mag / +1(-) Con Only die when reaching: -80.00 life (-) Maximum life: +34.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() copper amulet 'Sootpyre' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6%(-) acid / +11%(-) mind / +6%(-) light Changes resistances penetration: +15%(-) darkness Confusion immunity: +31% (-) Only die when reaching: -20.00 life (-) Amulets can have magical properties. |
Inventory
![]() 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: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 438.48 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 spell talent. |
![]() Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(-8.0 - -11.3) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+2) Crit. chance: +5.0% (+0.5%) Attack speed: 125% (+25%) On weapon crit: + Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-3%) fire Changes resistances penetration: +0%(-30%) arcane Changes damage: +10%(-15%) lightning / +0%(-25%) cold / +0%(-31%) arcane / +0%(-25%) fire Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.30) Spellpower: +0 (+0 eff.) (-32 (-8 eff.)) Spell crit. chance: +0% (-13%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 22.85 to 68.54 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() reinforced dwarven-steel shield of the stars (0 def, 11 armour, 125 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +11 Fatigue: +8% Changes stats: +4 Cun / +4 Mag Changes resistances: +12% light / +12% darkness Changes damage: +13% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+11 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +0%(-15%) acid / +0%(-13%) physical / -10% cold / +50% fire / +0%(-16%) nature / +11%(+2%) all Changes resistances penetration: +20% fire Changes damage: +0%(-10%) acid / +20% fire / +0%(-11%) nature / +0%(-13%) physical Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+60.00 life) Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() This item will automatically be transmogrified when you leave the level. Blazeserpent the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+8 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +21% lightning / +0%(-13%) physical / +0%(-15%) acid / +15% cold / +0%(-16%) nature / +0%(-9%) all Changes damage: +0%(-10%) acid / +24% fire / +0%(-11%) nature / +0%(-13%) physical Reduces incoming crit damage: 10.00% Blindness immunity: +0% (-20%) Life regen: +0.00 (-4.00) Only die when reaching: +0.00 life (+60.00 life) Light radius: +3 See invisible: +15 A suit of armour made of leather. |
![]() Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Armour penetration: +0 (-2) Physical power: +5 (+4 eff.) Defense: +0 (+0 eff.) (-11 (-11 eff.)) Damage when hit (Melee): 0(-2) physical Changes stats: +0(-1) Mag / +0(-1) Con Only die when reaching: +0.00 life (+80.00 life) Maximum life: +0.00 (-34.00) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() This item will automatically be transmogrified when you leave the level. Mayelle the Crackleglamour (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (+1 (+1 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes resistances: +15% lightning / +0%(-1%) physical / +18% darkness / +12% blight / +0%(-11%) mind / +0%(-3%) temporal Changes resistances penetration: +5% arcane Changes damage: +9% blight / +0%(-11%) mind / +12% darkness / +6% arcane Life regen: +0.00 (-2.00) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) A pointy cloth hat, very wizardly... |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 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. |
![]() Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +8 Cun / +0(-5) Lck Changes resistances: +15% lightning Changes damage: +15% lightning Trap disarming bonus: +0 (-5) Physical save: +18 (+11 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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: +15 Defense: +0 (+0 eff.) (-5 (-5 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-5) Lck Changes damage: +5% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
Achievements
By she will guide me to victory the Skeleton Archmage level 22
48th Regrowth 123rd year of Ascendancy at 14:35 see stats
By she will guide me to victory the Skeleton Archmage level 12
48th Dusk 122nd year of Ascendancy at 06:17 see stats
By she will guide me to victory the Skeleton Archmage level 18
2nd Allure 123rd year of Ascendancy at 20:34 see stats
By she will guide me to victory the Skeleton Archmage level 10
2nd Summertide 122nd year of Ascendancy at 19:29 see stats
By she will guide me to victory the Skeleton Archmage level 20
9th Allure 123rd year of Ascendancy at 00:52 see stats
By she will guide me to victory the Skeleton Archmage level 12
64th Dusk 122nd year of Ascendancy at 23:14 see stats
By she will guide me to victory the Skeleton Archmage level 12
64th Dusk 122nd year of Ascendancy at 18:36 see stats
By she will guide me to victory the Skeleton Archmage level 5
3rd Mirth 122nd year of Ascendancy at 06:49 see stats
By she will guide me to victory the Skeleton Archmage level 12
12nd Haze 122nd year of Ascendancy at 22:57 see stats
By she will guide me to victory the Skeleton Archmage level 24
40th Pyre 123rd year of Ascendancy at 17:34 see stats
By she will guide me to victory the Skeleton Archmage level 16
68th Haze 122nd year of Ascendancy at 00:56 see stats
By she will guide me to victory the Skeleton Archmage level 27
67th Pyre 123rd year of Ascendancy at 03:03 see stats
Log
Grand Corruptor hits she will guide me to victory for 122 fire damage.
She will guide me to victory casts Arcane Reconstruction.
she will guide me to victory receives 301 healing.
Grand Corruptor hits she will guide me to victory for 124 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
She will guide me to victory's spell attains critical power!
she will guide me to victory damages herself through Martyrdom!
Grand Corruptor receives 132 healing.
Grand Corruptor hits she will guide me to victory for 1 lightning damage.
Decrepitude Disease from Grand Corruptor hits she will guide me to victory for 64 blight damage.
Thunderstorm hits Grand Corruptor for 26 lightning damage.
Grand Corruptor deactivates Fearscape.
Grand Corruptor's Soul Rot hits she will guide me to victory for 470 blight damage.
she will guide me to victory the level 27 skeleton archmage was debilitated by noxious blight before falling to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
She will guide me to victory is no longer surging arcane power.
She will guide me to victory deactivates Uttercold.
She will guide me to victory is free from the hex.
She will guide me to victory is free from the hex.
She will guide me to victory deactivates Arcane Power.
She will guide me to victory is no longer transformed.
She will guide me to victory deactivates Thunderstorm.
The furious lightning storm around she will guide me to victory calms down and disappears.
She will guide me to victory deactivates Shielding.
She will guide me to victory is free from the decrepitude disease.
She will guide me to victory deactivates Feather Wind.
She will guide me to victory has finished recovering.