










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 16 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by spitting spider at level 2 on the 75th Pyre 122nd year of Ascendancy at 16:11 0 / 6Killed by elven guard at level 11 on the 3rd Flare 122nd year of Ascendancy at 10:03 Killed by netherworm mass at level 13 on the 8th Flare 122nd year of Ascendancy at 20:46 Killed by Areba the rogue at level 13 on the 9th Flare 122nd year of Ascendancy at 23:10 Killed by Silyganne the weaver young at level 16 on the 23rd Dusk 122nd year of Ascendancy at 09:22 Killed by Iselratira the thief at level 16 on the 23rd Dusk 122nd year of Ascendancy at 11:05 |
Primary Stats
| Strength | 23 (base 18) |
| Dexterity | 20 (base 18) |
| Constitution | 24 (base 15) |
| Magic | 32 (base 23) |
| Willpower | 18 (base 16) |
| Cunning | 40 (base 30) |
Resources
| Life | -10/434 |
| Positive | 75/95 |
| Paradox | 300 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 10 |
| Accuracy | 23 |
| Crit Chance | 12% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 23 |
| Crit Chance | 12% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +3% |
| Blight | +3% |
| Cold | +10% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 21 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 29%( 70%) |
| Nature | + 14%( 70%) |
| Darkness | + 8%( 70%) |
| Blight | + 8%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 17%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 62 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 280 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Aruldawyn the giant white ant. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by white crystal. Escort: temporal explorer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' You have aided Agrimley the hermit in creating an elixir of focus. | 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 |
Equipment
| On feet | Zanublek the Fogslicer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +3 Str / +3 Con Changes resistances: +6% fire / +5% cold Changes resistances penetration: +15% darkness A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 19/30) : Effective talent level: 1.0 Power cost: 15 out of 19/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.25 to 111.76 lightning damage (74.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | hardened leather gloves 'Zubera' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes stats: +2 Str Changes resistances: +6% fire / +9% nature / +3% darkness Changes damage: +5% fire Reduces incoming crit damage: 10.00% Mindpower: +15 (+5 eff.) 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. |
| Tool | overpowered steel torque of mindblast [power 270] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 270 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper zircon ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Armour: +1 Defense: +8 (+3 eff.) Changes resistances: +1% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
| On fingers | copper zircon ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Armour: +1 Defense: +8 (+3 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +1% all Spellpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | creative mossy mindstar (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Eremarath the mossy mindstar (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Disease immunity: +12% Equilibrium when hit: +0.04 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +5% 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. |
| Cloak | Lisevea the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil / +6 Con Changes resistances penetration: +10% arcane Changes damage: +3% blight Spell save: +5 (+2 eff.) Mana each turn: +0.04 Vim when firing critical spell: +1.00 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 20/50) : Effective talent level: 2.0 Power cost: 25 out of 20/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 50.17 to 150.51 lightning damage (100.34 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
movement infusion of the titan (speed 485%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% 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 Constitution 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 nature talent. |
regeneration infusion of the sneak (heal 196; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 196 life over 5 turns. Its effects scale with your Cunning 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 nature talent. |
wild infusion of the duelist (res 19%; physical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 nature talent. |
wild infusion of the warrior (res 21%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, temporal, lightning)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: 3 acid, 3 physical, 5 darkness, 5 blight, 3 temporal, 5 lightning 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. |
shatter afflictions rune of the psychic (absorb 44; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 44 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. 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. |
shatter afflictions rune of the warrior (absorb 43; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 43 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 110; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 110 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +2.00 Amulets make your neck look great! |
stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
AereyallePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +4 Con Changes resistances: +26% light Changes damage: +9% temporal / +13% light / +6% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 49.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
This item will automatically be transmogrified when you leave the level.Mayussra the Darktorrent (0 def, 4 armour, 42.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 2 darkness / 4 cold Changes resistances: +27% cold / +12% physical Changes damage: +3% darkness Talent granted: +1 Block Handheld deflection devices. |
48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Drasta the iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Wil / +4 Cun Changes resistances: +10% nature Changes damage: +6% nature Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.warded ash wand of conjuration [power 165] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +3 cold / +2 temporal / +3 nature / +3 light Talent granted: +1 Ward It can be used to fire a magical bolt dealing 182 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By goga the Cornac Wanderer level 10
9th Mirth 122nd year of Ascendancy at 12:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By goga the Cornac Wanderer level 6
5th Mirth 122nd year of Ascendancy at 13:41 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By goga the Cornac Wanderer level 13
10th Flare 122nd year of Ascendancy at 23:05 see stats
Log
Spacetime feels more stable.
Deep Wound from Iselratira the thief hits goga for (12 dissipated), 28 physical (28 total damage).
Deep Wound from Iselratira the thief hits goga for (12 dissipated), 28 physical (28 total damage).
Deep Wound from Iselratira the thief hits goga for (12 dissipated), 28 physical (28 total damage).
Goga stops regenerating health quickly.
Deep Wound from Iselratira the thief hits goga for (12 dissipated), 28 physical (28 total damage).
Goga's deep wound closes.
Talent Infusion: Healing is ready to use.
Talent Rune: Shielding is ready to use.
Goga uses Infusion: Healing.
goga receives 139 healing from Infusion: Healing.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 7 turns (stop reason: taken damage).
Goga is stunned!
Goga is knocked back!
Iselratira the thief's Double Shots performs a ranged critical strike against goga!
Goga is cut deeply.
Goga is knocked back!
Iselratira the thief's Double Shots hits goga for (13 dissipated), 30 physical, (2 dissipated), 4 temporal (34 total damage).
Iselratira the thief's Double Shots hits goga for (14 dissipated), 33 physical (33 total damage).
Iselratira the thief's Double Shots hits goga for (18 dissipated), 56 physical, (2 dissipated), 4 temporal (60 total damage).
Iselratira the thief's Double Shots hits goga for (12 dissipated), 29 physical, (2 dissipated), 4 temporal (32 total damage).
goga the level 16 cornac wanderer was shattered to death by Iselratira the thief on level 2 of Hanutoralin.















































































