









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. 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 | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 22 / 58% |
Size | medium |
Lifes / Deaths | Killed by Usnelar the dwarf at level 22 on the 23rd Haze 122nd year of Ascendancy at 22:49 / 2Killed by Reyai the human at level 22 on the 23rd Haze 122nd year of Ascendancy at 23:34 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 24 (base 10) |
Magic | 87 (base 51) |
Willpower | 60 (base 46) |
Cunning | 43 (base 11) |
Resources
Life | -283/419 |
Mana | 6/538 |
Healing Factor | 1.4172674059366 |
Regeneration | 3.4723051445447 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 36 |
Accuracy | 25 |
Crit Chance | 31% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Cold | +19% |
All | 0% |
Darkness | +14% |
Temporal | +9% |
Mind | +21% |
Lightning | +23% |
Fire | +7% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +5% |
Blight | +20% |
Cold | +15% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 9 |
Physical Save | 21 |
Spell Save | 48 |
Mental Save | 39 |
Defense: Resistances
Blight | + 38%( 70%) |
Arcane | + 22%( 70%) |
Mind | + 48%( 70%) |
All | + 18%( 70%) |
Lightning | + 51%( 70%) |
Temporal | + 30%( 70%) |
Cold | + 18%( 70%) |
Fire | + 28%( 70%) |
Darkness | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 344 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. |
Class Talents
Spell / Ice | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by sirkku. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Dmg.mod +3% fire Res.pen +5% blight +25% fire Apr +10 ----- def ----- Armour +5 Fatigue +4% Resists +6% fire Phys.save +9 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +10 Con dps ---------- Phys.crit +2.0% ----- def ----- Mind.save +9 (+3 eff.) Max.HP +80.00 ---------- misc Light +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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% fire Mind.save +3 (+1 eff.) Die.at -80.00 life Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +14% darkness Res.pen +15% blight +15% cold Acc +11 (+6 eff.) Apr +10 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Defense +12 (+6 eff.) Resists +28% darkness +9% blight Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 121% 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 | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +12 Cun +18 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +9% temporal Melee Ret 2 temporal ----- def ----- Resists +15% temporal Spell.save +14 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Res.pen +5% lightning Against +26% Summoned On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +15% mind +12% lightning D.Red.from +18% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Phys.crit +12.0% Spell.crit +7% Crit.mult +18.00% Phys.pwr +14 (+7 eff.) Spell.pwr +22 (+5 eff.) S.pwr/crit +6 Melee+ 17 fire Dmg.mod +15% cold Acc +12 (+6 eff.) ---------- misc Max.vim +10.00 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 Resists +3% mind Unarmed combat: Power 102% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +3 Wil +4 Con dps ---------- Dmg.mod +19% lightning +18% mind ----- def ----- Resists +28% lightning +15% blight +5% arcane +18% mind +15% all Max.HP +67.00 HP.reg +2.20 Heal.mod +30% ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +4% acid +4% fire +4% cold +4% lightning Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 678% for 10 turns (34 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 101 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 114 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Resists +14% fire +11% cold Spell.save +9 (+3 eff.) Heal.mod +5% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +5% arcane +3% temporal +12% nature +6% light Spell.save +6 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +11% cold Melee Ret 2 cold ----- def ----- Resists +22% cold Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +9% fire +6% nature +3% light Spell.save +9 (+3 eff.) Die.at -20.00 life Confus- +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +11% lightning ----- def ----- Fatigue -12% Resists +22% lightning Spell.save +9 (+3 eff.) ---------- misc Max.enc +47 Max.mana +60.00 Rings make your fingers look great! |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Mag +2 Con dps ---------- Dmg.mod +11% lightning Res.pen +5% lightning ----- def ----- Resists +16% lightning +3% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex +1 Cun +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% lightning Res.pen +15% nature ----- def ----- Crit.chn- 15.00% Phys.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +6% lightning +7% temporal Phys.save +3 (+1 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+8 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +4 Defense +1 (+0 eff.) Die.at -20.00 life Max.HP +32.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Con ----- def ----- Defense +6 (+3 eff.) Resists +6% blight +5% arcane +6% nature Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +3 Cun dps ---------- Dmg.mod +12% acid Res.pen +5% acid ----- def ----- Defense +1 (+0 eff.) Resists +9% nature ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +7 Dex +3 Mag +8 Cun ----- def ----- Defense +7 (+3 eff.) Resists +16% light +13% fire Stealth +11 ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness Melee Ret 2 acid 4 darkness 4 lightning ----- def ----- Armour +1 Resists +3% darkness Stealth +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Wil ----- def ----- Armour +1 Resists +7% fire +6% cold Mind.save +3 (+1 eff.) ---------- misc See.Invis +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Resists +3% lightning Die.at -20.00 life Max.HP +40.00 Disarm- +20% Teleport- +10% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +10% lightning +3% light ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +6% light ---------- misc Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Shield.pwr +6% HP.reg +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +1 Mag +4 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 See.Invis +3 A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% mind Res.pen +20% lightning ----- def ----- Resists +3% mind Phys.save +7 (+3 eff.) Heal.mod +12% ---------- misc Light +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. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 41.33 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +18% lightning +9% fire Res.pen +5% acid +10% fire ----- def ----- Fatigue -5% Resists +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light +6% mind Melee Ret 2 nature ----- def ----- Fatigue -5% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 20% 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 230/400 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +9% mind Res.pen +5% mind Melee Ret 2 physical ----- def ----- Phys.save +6 (+3 eff.) Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By sirkku the Cornac Archmage level 15
11st Dusk 122nd year of Ascendancy at 11:08 see stats
By sirkku the Cornac Archmage level 15
11st Dusk 122nd year of Ascendancy at 11:08 see stats
By sirkku the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 01:06 see stats
By sirkku the Cornac Archmage level 20
63rd Dusk 122nd year of Ascendancy at 20:00 see stats
By sirkku the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:13 see stats
By sirkku the Cornac Archmage level 20
64th Dusk 122nd year of Ascendancy at 11:40 see stats
By sirkku the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 17:53 see stats
By sirkku the Cornac Archmage level 19
51st Dusk 122nd year of Ascendancy at 17:40 see stats
By sirkku the Cornac Archmage level 22
23rd Haze 122nd year of Ascendancy at 22:50 see stats
Log
Usnelar the dwarf uses Resilience of the Dwarves.
Usnelar the dwarf's skin turns to stone.
Usnelar the dwarf uses Juggernaut.
Usnelar the dwarf hardens its skin.
Sirkku has regained its confidence.
Sirkku is moving at extreme speed!
Sirkku is no longer out of phase.
Talent Temporal Shield is ready to use.
Talent Rune: Manasurge is ready to use.
Reyai the human uses Warshout.
Sirkku wanders around!
Sirkku uses Infusion: Wild.
Sirkku is not stunned anymore.
Sirkku is cured!
Sirkku lessens the pain.
Sirkku slows down.
Sirkku is confused and fails to use Rune: Manasurge.
Wajedri the halfling's awareness returns to normal.
Talent Displacement Shield is ready to use.
Reyai the human uses Stunning Blow.
Reyai the human performs a melee critical strike against sirkku!
Sirkku is stunned!
Melee retaliation hits Reyai the human for 2 temporal, 1 temporal (3 total damage).
Reyai the human hits sirkku for 128 physical, 16 lightning, 11 cold, 91 physical (246 total damage).
sirkku the level 22 cornac archmage was tortured to death by Reyai the human on level 1 of Ambush!.