










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 33 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 35 (base 32) |
Magic | 70 (base 60) |
Willpower | 28 (base 13) |
Cunning | 47 (base 43) |
Resources
Life | 451/451 |
Mana | 395/395 |
Soul | 16/17 |
Healing Factor | 1.3116660017318 |
Regeneration | 9.5095785125557 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 32.679862542722 |
Offense: Mainhand
Damage | 34 |
Accuracy | 25 |
Crit Chance | 26% |
APR | 8 |
Speed | 0.91 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +66% |
Nature | +54% |
Temporal | +15% |
Mind | +6% |
Arcane | +20% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +14% |
Blight | +5% |
Arcane | +15% |
Mind | +25% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 48 (44.574340358689%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 42 |
Defense: Resistances
Physical | + 34%( 70%) |
Darkness | + 38%( 70%) |
Nature | + 41%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 27%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 36%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 51 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Hiemal Shield |
talent | Grim Shadow |
talent | Reaping |
talent | Aura of Undeath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 renegade 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 failed to protect the lone alchemist from death by gloomy giant brown rat. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You failed to protect the lone alchemist from death by Betodhenne the copperhead snake. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You failed to protect the lost defiler from death by Bethulrata the rattlesnake. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by red crystal. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by Cyrytta the dredge captain. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Gloryma the ghast. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by gloomy wolf. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 4 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 316. | 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. | 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 has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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! | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% mind / +3% temporal Critical mult.: +5.00% Disease immunity: +10% Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +2 (+1 eff.) Changes resistances penetration: +20% mind Changes damage: +14% arcane / +12% physical Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Maximum mana: +61.00 Mindpower: +15 (+6 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +9% nature / +6% mind Mental save: +12 (+4 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Life regen: +7.00 Maximum life: +41.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+13 eff.) Physical power: +10 (+5 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +5% physical Mental save: +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +3% nature / +12% cold Changes resistances penetration: +10% cold / +9% physical Changes damage: +30% nature / +10% physical A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Maximum wards: +2 physical Changes damage: +25% physical Talents granted: +3 Ward +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 arcane Changes stats: +6 Mag / +6 Wil Changes resistances: +6% arcane Changes damage: +6% arcane Mana each turn: +0.17 Spellpower: +16 (+4 eff.) Spell crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes resistances: +3% cold / +12% physical / +18% nature / +9% all Changes resistances penetration: +5% blight Changes damage: +12% physical / +12% nature / +6% cold Physical save: +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Changes resistances: +9% temporal Changes damage: +3% nature Physical save: +7 (+4 eff.) Mental save: +23 (+8 eff.) Only die when reaching: -50.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% mind / +15% arcane Changes damage: +15% temporal / +7% physical Maximum hate: +4.00 Maximum psi: +20.00 Combat speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 light, 4 fire, 3 arcane, 5 cold 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +5 Str / +2 Mag / +2 Wil / +5 Con Changes resistances: +12% blight / +3% nature Changes resistances penetration: +10% nature Changes damage: +12% blight Blindness immunity: +27% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +24% Life regen: +3.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
![]() dwarven-steel dagger of erosion (16-21 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 nature Sharp, short and deadly. |
![]() elemental dwarven-steel dagger of rage (15-20 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 109 acid damage (1/turn) When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +4 Str Changes resistances penetration: +13% acid Changes damage: +7% acid / +8% physical Sharp, short and deadly. |
![]() elven-wood longbow 'Gleamwolf' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +4 light When wielded/worn: Physical power: +8 (+4 eff.) Effects on ranged hit: * 20% chance to reduce damage dealt by 20% Changes stats: +5 Str Changes resistances penetration: +5% light / +14% physical Changes damage: +9% light Light radius: +1 Longbows are used to shoot arrows at your foes. |
![]() creative pulsing mindstar (12-13 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
![]() dreamer's thorny mindstar (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% mind Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Psi each turn: +0.70 Maximum psi: +22.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
![]() thorny mindstar of balance (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
![]() dragonbone starstaff of illumination (30-36 power, 6 apr, light element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% 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 and deals 124.28 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Cun / +4 Con Changes resistances: +3% acid Changes resistances penetration: +15% physical Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +2 Mag / +6 Wil / +4 Cun / +2 Con Mental save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +18% acid / +6% mind / +7% all Changes damage: +12% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's cashmere robe of nature (+8%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +7% light / +8% darkness / +8% cold / +7% blight / +8% fire / +21% nature / +11% all Changes damage: +14% nature Physical save: +15 (+8 eff.) Spell save: +23 (+11 eff.) Mental save: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex / +4 Cun / +7 Lck Stealth bonus: +5 It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +4 Dex / +3 Con / +5 Lck Stealth bonus: +6 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Armour: +2 Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +5 Dex Changes resistances: +6% acid Critical mult.: +5.00% Mental save: +12 (+4 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Mag Changes damage: +6% arcane Mana each turn: +0.29 Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Cun Changes resistances: +5% arcane / +3% darkness / +6% nature Changes damage: +6% lightning / +6% mind Hate when firing a critical mind attack: +3.00 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +10 Mag / +4 Wil Changes resistances penetration: +5% light Changes damage: +6% temporal Spell save: +8 (+4 eff.) Mana each turn: +0.18 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Light radius: +2 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... |
![]() duelist's reinforced leather armour of fire resistance (18 def, 11 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +18 (+8 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Dex Changes resistances: +18% fire A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +5% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Physical power: +25 (+12 eff.) Changes stats: +1 Str / +1 Cun Changes resistances: +10% nature Changes damage: +6% nature Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 172 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. |
![]() 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 arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +5% temporal Mental save: +12 (+4 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +4 temporal / +3 light / +2 arcane Talent granted: +1 Ward It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
Achievements
By Bad Driver the Shalore Necromancer level 32
7th Flare 123rd year of Ascendancy at 10:33 see stats
By Bad Driver the Shalore Necromancer level 27
65th Pyre 123rd year of Ascendancy at 10:19 see stats
By Bad Driver the Shalore Necromancer level 32
3rd Flare 123rd year of Ascendancy at 10:39 see stats
By Bad Driver the Shalore Necromancer level 29
8th Mirth 123rd year of Ascendancy at 04:10 see stats
By Bad Driver the Shalore Necromancer level 32
13rd Dusk 123rd year of Ascendancy at 05:09 see stats
By Bad Driver the Shalore Necromancer level 21
24th Pyre 123rd year of Ascendancy at 23:34 see stats
By Bad Driver the Shalore Necromancer level 20
28th Regrowth 123rd year of Ascendancy at 20:29 see stats
By Bad Driver the Shalore Necromancer level 27
65th Pyre 123rd year of Ascendancy at 10:40 see stats
By Bad Driver the Shalore Necromancer level 10
55th Haze 122nd year of Ascendancy at 13:04 see stats
By Bad Driver the Shalore Necromancer level 20
27th Regrowth 123rd year of Ascendancy at 04:43 see stats
By Bad Driver the Shalore Necromancer level 30
9th Mirth 123rd year of Ascendancy at 18:24 see stats
By Bad Driver the Shalore Necromancer level 24
37th Pyre 123rd year of Ascendancy at 13:52 see stats
By Bad Driver the Shalore Necromancer level 21
23rd Pyre 123rd year of Ascendancy at 22:10 see stats
By Bad Driver the Shalore Necromancer level 27
65th Pyre 123rd year of Ascendancy at 10:19 see stats
By Bad Driver the Shalore Necromancer level 3
18th Haze 122nd year of Ascendancy at 00:16 see stats
By Bad Driver the Shalore Necromancer level 9
41st Haze 122nd year of Ascendancy at 13:08 see stats
By Bad Driver the Shalore Necromancer level 27
65th Pyre 123rd year of Ascendancy at 10:19 see stats
By Bad Driver the Shalore Necromancer level 24
42nd Pyre 123rd year of Ascendancy at 21:15 see stats
By Bad Driver the Shalore Necromancer level 9
42nd Haze 122nd year of Ascendancy at 17:49 see stats
By Bad Driver the Shalore Necromancer level 25
56th Pyre 123rd year of Ascendancy at 05:30 see stats
By Bad Driver the Shalore Necromancer level 17
20th Regrowth 123rd year of Ascendancy at 12:14 see stats
By Bad Driver the Shalore Necromancer level 30
3rd Summertide 123rd year of Ascendancy at 03:07 see stats
Log
Rested for 19 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Bad Driver picks up (g.): thorny mindstar of balance (9-10 power, 24 apr, mind damage).
Bad Driver picks up (g.): creative pulsing mindstar (12-13 power, 32 apr, nature damage).
Bad Driver picks up (h.): dreamer's thorny mindstar (8-9 power, 24 apr, nature damage).
Bad Driver picks up (g.): elven-wood longbow 'Gleamwolf'.
Bad Driver picks up (k.): dragonbone starstaff of illumination (30-36 power, 6 apr, light element).
Bad Driver picks up (p.): dispeller's cashmere robe of nature (+8%) (0 def, 0 armour).
Bad Driver picks up (w.): duelist's reinforced leather armour of fire resistance (18 def, 11 armour).
Bad Driver picks up (g.): elemental dwarven-steel dagger of rage (15-20 power, 7 apr).
Bad Driver picks up (g.): dwarven-steel dagger of erosion (16-21 power, 7 apr).
Ran for 2 turns (stop reason: dialog is displayed).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Saving game...
Saving done.