










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.5.0Combines 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: Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Adventurer |
Level / Exp | 22 / 57% |
Size | medium |
Lifes / Deaths | Killed by Emelevea the cutpurse at level 9 on the 4th Mirth 122nd year of Ascendancy at 21:49 / 11Killed by Horned Horror at level 10 on the 6th Mirth 122nd year of Ascendancy at 07:28 Killed by Horned Horror at level 10 on the 6th Mirth 122nd year of Ascendancy at 09:37 Killed by Subject Z at level 18 on the 34th Dusk 122nd year of Ascendancy at 19:50 Killed by Urkis, the High Tempest at level 19 on the 56th Dusk 122nd year of Ascendancy at 04:15 Killed by Emelewe the bandit at level 20 on the 61st Dusk 122nd year of Ascendancy at 18:50 Killed by Poretta the vampire at level 21 on the 12nd Haze 122nd year of Ascendancy at 04:09 Killed by Forgery of Haze (Celia) at level 21 on the 12nd Haze 122nd year of Ascendancy at 07:29 Killed by Voremira the awoken tentacle tree at level 22 on the 15th Haze 122nd year of Ascendancy at 11:08 Killed by Bethebregawen the awoken tentacle tree at level 22 on the 15th Haze 122nd year of Ascendancy at 19:46 Killed by Mayuldavea the awoken tentacle tree at level 22 on the 15th Haze 122nd year of Ascendancy at 23:09 |
Primary Stats
Strength | 14 (base 9) |
Dexterity | 18 (base 13) |
Constitution | 10 (base 10) |
Magic | 71 (base 51) |
Willpower | 73 (base 51) |
Cunning | 56 (base 49) |
Resources
Mana | 305/450 |
Psi | 315/536 |
Life | -4/317 |
Positive | 83/83 |
Insanity | 4/100 |
Healing Factor | 1.4222222222222 |
Regeneration | 59.662222222223 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 9 |
Infravision | 3 |
ESP Range | 15 |
ESP Kinds | horror/eldritch |
Offense: Mainhand
Damage | 80 |
Accuracy | 12 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +30% |
Nature | +9% |
Blight | +9% |
Arcane | +42% |
Fire | +31% |
All | 0% |
Offense: Damage Penetration
Arcane | +17% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 40.220201919135 (36%) |
Defense | 12 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 51.4 |
Spell Save | 62.2 |
Mental Save | 64 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 53%( 70%) |
Mind | + 10%( 70%) |
All | 0%( 70%) |
Darkness | + 13%( 70%) |
Light | + 30%( 70%) |
Fire | + 22%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1109% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Horrific body | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Nether | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Void | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Effects
talent | Chant of Fortitude |
talent | Defensive Posture |
talent | Searing Sight |
talent | Void Stars |
talent | Pure Aether |
talent | Shielding |
talent | Arcane Power |
detrimental effect | The target is wasting away from entropic forces, taking 33 damage per turn. Entropic Wasting |
beneficial effect | Detects creatures of type horror/eldritch in radius 15. Overseer of Nations |
detrimental effect | The target has 14 reduced saves and defense, 10% reduced critical chance, and 0% chance to fail talent use. 7 Jinx |
detrimental effect | Caught by a tentacle from Mayuldavea the awoken tentacle tree that deals 166% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction |
beneficial effect | A flow of life spins around the target, regenerating 41.50 life per turn. Regeneration |
detrimental effect | The target is confused, acting randomly (chance 16%) and unable to perform complex actions. Confused |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Increases the effectiveness of all healing the target receives by 32%. Empowered Healing |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (129 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Spell save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun / +5 Mag Changes resistances: +6% nature / +22% fire Changes damage: +11% fire Light radius: +3 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +15 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +5 Cun Changes resistances: +6% blight / +3% acid Changes resistances penetration: +20% darkness Changes damage: +9% blight / +9% nature Critical mult.: +11.00% Physical save: +15 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +16 (+4 eff.) Maximum life: +41.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 141% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Armour: +10 Armour Hardiness: +6% Defense: +7 (+7 eff.) Maximum wards: +2 arcane Changes damage: +39% arcane Talents granted: +1 Command Staff +3 Ward Physical save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+4 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid / +10% mind / +13% darkness Changes damage: +10% acid Physical save: +10 (+2 eff.) Spell save: +13 (+1 eff.) Mental save: +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil / +4 Mag Spell save: +6 (+1 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 250 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 150.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +2 Changes stats: +3 Str / +2 Con Changes resistances penetration: +10% physical Physical save: +4 (+1 eff.) Maximum life: +30.00 Maximum stamina: +15.00 Rings can have magical properties. |
![]() Powered 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. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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: +30% blight / +30% arcane Damage affinity(heal): +20% arcane Talent granted: +1 Command Staff Spell save: +15 (+1 eff.) Spellpower: +27 (+7 eff.) Spell crit. chance: +6% It can be used to cure up to 5 diseases or poisons (based on Magic), 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. Its power is not to harm, but to heal and protect. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% fire Changes damage: +11% fire Mental save: +18 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Cun Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+2 eff.) Life regen: +1.70 Equilibrium when hit: +0.20 Psi when hit: +0.20 Healing mod.: +18% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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), 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Freyah the Higher Adventurer level 21
15th Haze 122nd year of Ascendancy at 00:01 see stats
By Freyah the Higher Adventurer level 17
22nd Dusk 122nd year of Ascendancy at 07:46 see stats
By Freyah the Higher Adventurer level 18
34th Dusk 122nd year of Ascendancy at 15:40 see stats
By Freyah the Higher Adventurer level 19
56th Dusk 122nd year of Ascendancy at 06:05 see stats
By Freyah the Higher Adventurer level 10
5th Mirth 122nd year of Ascendancy at 15:16 see stats
By Freyah the Higher Adventurer level 20
56th Dusk 122nd year of Ascendancy at 06:05 see stats
By Freyah the Higher Adventurer level 8
1st Mirth 122nd year of Ascendancy at 01:36 see stats
By Freyah the Higher Adventurer level 13
2nd Summertide 122nd year of Ascendancy at 16:14 see stats
By Freyah the Higher Adventurer level 19
48th Dusk 122nd year of Ascendancy at 04:23 see stats
Log
Freyah converts some damage to Psi!
Tentacle Constriction from Mayuldavea the awoken tentacle tree hits Freyah for 33 to psi, 39 darkness (72 total damage).
Freyah hits Mayuldavea the awoken tentacle tree for 28 light, 14 light (42 total damage).
Mayuldavea the awoken tentacle tree loses 12 health to the entropy.
Mayuldavea the awoken tentacle tree receives 91 healing.
Arcane Vortex from Freyah hits Mayuldavea the awoken tentacle tree for 42 arcane damage.
Mayuldavea the awoken tentacle tree uses Throwing Knives.
Mayuldavea the awoken tentacle tree's Throwing Knife performs a melee critical strike against Freyah!
Freyah converts some damage to Psi!
Mayuldavea the awoken tentacle tree's Throwing Knife hits Freyah for 25 to psi, 30 physical, 42 to psi, 51 darkness (148 total damage).
Freyah hits Mayuldavea the awoken tentacle tree for 28 light, 28 light (56 total damage).
Freyah loses 15 health to the entropy.
Tentacle Constriction from Mayuldavea the awoken tentacle tree performs a melee critical strike against Freyah!
Freyah shrugs off the effect 'Dazed'!
Greater Weapon Focus from Mayuldavea the awoken tentacle tree performs a melee critical strike against Freyah!
The aetheric breach around Freyah seals itself.
Mayuldavea the awoken tentacle tree is dazed!
Freyah converts some damage to Psi!
Greater Weapon Focus from Mayuldavea the awoken tentacle tree hits Freyah for 26 to psi, 31 darkness (56 total damage).
Tentacle Constriction from Mayuldavea the awoken tentacle tree hits Freyah for 29 to psi, 35 darkness (65 total damage).
Freyah hits Mayuldavea the awoken tentacle tree for 28 light, 28 light, 14 light (70 total damage).
Mayuldavea the awoken tentacle tree loses 14 health to the entropy.
Mayuldavea the awoken tentacle tree is not dazed anymore.
Mayuldavea the awoken tentacle tree receives 91 healing.
Arcane Vortex from Freyah hits Mayuldavea the awoken tentacle tree for 42 arcane damage.
Mayuldavea the awoken tentacle tree uses Dual Strike.
Mayuldavea the awoken tentacle tree performs a melee critical strike against Freyah!
Greater Weapon Focus from Mayuldavea the awoken tentacle tree performs a melee critical strike against Freyah!
Mayuldavea the awoken tentacle tree performs a melee critical strike against Freyah!