Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 19 / 76% |
| Size | huge |
| Lifes / Deaths | Killed by Cyrubreba the gigantic sandworm tunneler at level 19 on the 25th Haze 122nd year of Ascendancy at 20:25 1 / 4Killed by Velirin the enthralled slave at level 19 on the 34th Haze 122nd year of Ascendancy at 06:52 Killed by Velirin the enthralled slave at level 19 on the 34th Haze 122nd year of Ascendancy at 13:03 Killed by Velirin the enthralled slave at level 19 on the 34th Haze 122nd year of Ascendancy at 13:10 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 13 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 58 (base 47) |
| Willpower | 14 (base 10) |
| Cunning | 38 (base 36) |
Resources
| Life | 570/570 |
| Mana | 240/240 |
| Stamina | 144/144 |
| Positive | 0/104 |
| Healing Factor | 1.12 |
| Regeneration | 5.208 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.18105373397% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 16 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45.768396816392 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +6% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 27.525 |
| Ranged Defense | 36.224467357474 |
| Fatigue | 0 |
| Physical Save | 21.125 |
| Spell Save | 40.733333333333 |
| Mental Save | 22.6 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 50% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 26.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 364 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Feather Wind |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed honey tree root. | 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 | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of drakeskin leather boots 'Brightonslaught' (18 def, 5 armour) pair of drakeskin leather boots 'Brightonslaught' (18 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+9 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes resistances: +15% lightning / +11% temporal / +3% light Changes resistances penetration: +10% mind Changes damage: +3% light Physical save: +10 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +7 (+4 eff.) Light radius: +3 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 18 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Giledan GiledanCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +1 Str / +1 Mag Changes resistances penetration: +6% all Light radius: +6 Infravision radius: +2 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 | aegis linen wizard hat of decomposition (1 def, 0 armour) aegis linen wizard hat of decomposition (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +4% lightning / +3% temporal / +3% light / +4% fire / +4% nature / +3% acid / +4% blight / +4% cold / +3% darkness Life regen: +1.60 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
| Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.4 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 169.73 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Harylathaldir the steel ring Harylathaldir the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% light / +6% lightning Stun/Freeze immunity: +27% Life regen: +1.00 Rings can have magical properties. |
| On fingers | mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Blindness immunity: +23% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
| Around waist | rough leather belt 'Pureking' rough leather belt 'Pureking'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes damage: +3% nature Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Isunor the Phlegmreaper (20-24 power, 4 apr, darkness element) Isunor the Phlegmreaper (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+5 eff.) Effects on melee hit: * 5% chance to blind Changes resistances: +6% fire / +5% arcane / +9% cold Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 96.52 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | stormwoven linen robe of life (0 def, 0 armour) stormwoven linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +6% lightning / +6% cold / +5% blight Changes damage: +5% lightning / +6% physical / +7% cold Life regen: +1.80 Maximum life: +42.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Infernoblur the cashmere cloak (6 def, 0 armour) Infernoblur the cashmere cloak (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +18% light / +18% fire Changes damage: +18% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xeroba XerobaPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +2 Wil Changes resistances: +13% lightning Changes damage: +9% arcane / +6% blight Stun/Freeze immunity: +23% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Spellpower: +2 (+1 eff.) Amulets can have magical properties. |
Inventory
invisibility rune of the warrior (power 10 for 6 turns) invisibility rune of the warrior (power 10 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 become invisible (power 10) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
Deepskin the steel amulet Deepskin the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Mag Changes resistances: +6% darkness Changes resistances cap: +3% all Changes damage: +6% darkness Physical save: +11 (+6 eff.) Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Amulets can have magical properties. |
Hellsvortex the steel amulet Hellsvortex the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +8 Lck / +5 Wil Changes resistances: +9% fire Grants telepathy: Humanoid/Orc Mental save: +6 (+3 eff.) Confusion immunity: +12% Mindpower: +7 (+4 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
cleansing gold amulet of strength (+5) cleansing gold amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature / +12% blight Poison immunity: +28% Disease immunity: +25% Amulets can have magical properties. |
copper amulet 'Mirewyrd' copper amulet 'Mirewyrd'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 acid Changes resistances: +10% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Cureweeper the steel ring Cureweeper the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +22% acid / +3% nature Changes resistances penetration: +5% fire Changes damage: +11% acid / +3% nature Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +1.20 Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Cyrenne the yew vilestaff (20-24 power, 4 apr, blight element) Cyrenne the yew vilestaff (20-24 power, 4 apr, blight element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% lightning Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +25 (+8 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Mayuleremina (20-24 power, 4 apr, lightning element) Mayuleremina (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Defense: +7 (+4 eff.) Effects on melee hit: * 8% chance to blind Damage when hit (Melee): 12 physical Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
Silybretta (20-24 power, 4 apr, acid element) Silybretta (20-24 power, 4 apr, acid element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +3 Str / +5 Con Changes damage: +20% acid Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Woewilter' (20-24 power, 4 apr, lightning element) yew magestaff 'Woewilter' (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Damage (Melee): 23 fire Damage when hit (Melee): 12 darkness Changes resistances: +3% darkness Changes resistances penetration: +10% fire Changes damage: +6% darkness / +20% lightning Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +13 (+4 eff.) Spell crit. chance: +3% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
linen cloak 'Grinudas' (1 def, 0 armour) linen cloak 'Grinudas' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Critical mult.: +5.00% Maximum hate: +2.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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. |
Fuludoran (0 def, 4 armour) Fuludoran (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Dex / +2 Cun / +5 Con Reduces incoming crit damage: 5.00% Physical save: +14 (+7 eff.) Mental save: +13 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Serpentwinter the pair of iron boots (0 def, 3 armour) Serpentwinter the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 40% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Zubydassra the iron gauntlets (0 def, 1 armour) Zubydassra the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +1 Changes stats: +3 Dex Reduces incoming crit damage: 15.00% Maximum stamina: +5.00 Healing mod.: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Kygund the cashmere wizard hat (4 def, 2 armour) Kygund the cashmere wizard hat (4 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Physical save: +3 (+2 eff.) Blindness immunity: +10% Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Loraziladan the iron helm (0 def, 3 armour) Loraziladan the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% nature Blindness immunity: +10% Teleport immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morbusstreak the dwarven-steel helm (0 def, 4 armour) Morbusstreak the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +7% lightning / +8% temporal / +3% nature Changes damage: +12% nature / +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckwilter (0 def, 1 armour) Muckwilter (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 arcane Changes stats: +2 Con Changes damage: +6% nature A cap made of leather. |
iron helm 'Daguromihek' (0 def, 3 armour) iron helm 'Daguromihek' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +9% blight / +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Hathorek' (0 def, 3 armour) iron helm 'Hathorek' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +4 Dex Grants telepathy: Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of earthrunes (1 def, 1 armour) linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+0 eff.) Changes stats: +2 Con It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.2 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 93.38 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
Radhesarak the Lustreshine (3 def, 9 armour) Radhesarak the Lustreshine (3 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +8% cold / +3% blight Allows you to breathe in: water Silence immunity: +5% Stun/Freeze immunity: +15% Light radius: +2 A suit of armour made of leather. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
91 alchemist agate 91 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. |
6 aquamarine 6 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. |
5 opal 5 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Lorehir' (dig speed 30 turns) dwarven-steel pickaxe 'Lorehir' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +5% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Hathoyon' brass lantern 'Hathoyon'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +2 Dex Changes resistances: +6% fire Light radius: +4 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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, 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. |
Transmogrification Chest 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), 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Lightgod the Ogre Arcane Blade level 19
22nd Haze 122nd year of Ascendancy at 20:57 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Lightgod the Ogre Arcane Blade level 7
5th Flare 122nd year of Ascendancy at 20:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lightgod the Ogre Arcane Blade level 10
6th Dusk 122nd year of Ascendancy at 10:08 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Lightgod the Ogre Arcane Blade level 14
56th Dusk 122nd year of Ascendancy at 06:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lightgod the Ogre Arcane Blade level 7
6th Flare 122nd year of Ascendancy at 17:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lightgod the Ogre Arcane Blade level 7
7th Flare 122nd year of Ascendancy at 22:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lightgod the Ogre Arcane Blade level 17
78th Dusk 122nd year of Ascendancy at 07:26 see stats
Log
Saving done.
There is a Hidden compound here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Today is the 35th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 36th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 37th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 38th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 39th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
There is a Ruins of Kor'Pul here (press '' or right click to use).
There is a Derth (Town) here (press '' or right click to use).
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
There is a Passageway into the Trollmire here (press '' or right click to use).
There is a Derth (Town) here (press '' or right click to use).
Today is the 41st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Lightgod deactivates Arcane Combat.
Lightgod deactivates Feather Wind.
