










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 16 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 19:40 0 / 6Killed by minotaur at level 13 on the 2nd Dusk 122nd year of Ascendancy at 12:00 Killed by Blood Master at level 16 on the 38th Dusk 122nd year of Ascendancy at 00:06 Killed by Blood Master at level 16 on the 38th Dusk 122nd year of Ascendancy at 01:17 Killed by chonk at level 16 on the 52nd Dusk 122nd year of Ascendancy at 16:30 Killed by Emelirin the Guardian at level 16 on the 53rd Dusk 122nd year of Ascendancy at 02:37 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 24) |
| Magic | 48 (base 34) |
| Willpower | 36 (base 28) |
| Cunning | 11 (base 11) |
Resources
| Life | -30/285 |
| Mana | 133/357 |
| Healing Factor | 1.1672674059366 |
| Regeneration | 2.6263516633574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 18 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +13% |
| Nature | +3% |
| Lightning | +21% |
| Arcane | +9% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +15% |
| Cold | +15% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 5 (33%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Acid | + 13%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 21%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 20%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 22% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 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 96.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 975% for 10 turns (81 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You 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 Magic by +5. | 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 improved talent Chant of Fortitude (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Dimrot (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% darkness Melee Ret 6 darkness ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 1/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 86.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 86.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Betynn the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% S.pwr/crit +2 Dmg.mod +13% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +2 (+1 eff.) Resists +19% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
| Tool | elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galequeen the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +10% lightning +15% cold ----- def ----- Resists +9% lightning +3% cold Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Splendourwilder1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Resists +3% light ---------- misc Mana/turn +0.11 Max.mana +22.00 A belt that goes around your waist. |
| In main hand | earthen ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +3 Hardiness +3% Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | polar rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Islylragavena (20 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Defense +20 (+10 eff.) Resists +6% acid +1% physical +3% mind +7% all Phys.save +9 (+5 eff.) Heal.mod +5% ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Bethawyn (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +1% On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Defense +8 (+4 eff.) Resists +3% cold Phys.save +6 (+3 eff.) HP.reg +2.00 Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Oozecrack0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% nature Res.pen +5% lightning ----- def ----- Resists +11% mind +3% cold Confus- +22% Amulets make your neck look great! |
Inventory
regeneration infusion (heal 60; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 19%; magical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 4; phase 14; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
short ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling blue-steel trident of massacre (29-46 power, 8 apr)3.0 T2 trident 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +7 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling steel longsword of massacre (19-27 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold Sharp, long, and deadly. |
steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
acidic steel dagger of paradox (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: ----- def ----- Resists +5% temporal Sharp, short and deadly. |
vined mindstar of disruption (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
mindwoven linen robe of frost (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +10% cold ----- def ----- Resists +7% all +15% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adirin the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Resists +3% blight +3% cold Spell.save +8 (+4 eff.) Poison- +10% Pinning- +20% ---------- misc Light +3 See.Invis +3 Size +1 A belt that goes around your waist. |
Scorpiongrit (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Spell.pwr +10 (+4 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +9% nature +12% blight Res.pen +7% physical Melee Ret 8 arcane ----- def ----- Armour +4 Fatigue +3% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayylragawe the Prismobeisance (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Melee Ret 8 physical ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 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. |
5 spinel0.0 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. |
8 ametrine0.0 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. |
11 citrine0.0 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
topaz0.0 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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
63 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +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 23.36 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
ash totem of stinging 'Starsmash' [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +20% light ----- def ----- Resists +3% lightning +3% nature +5% arcane ---------- misc Light +3 Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By chonk the Higher Archmage level 15
32nd Dusk 122nd year of Ascendancy at 06:30 see stats
Level 10
Got a character to level 10.By chonk the Higher Archmage level 10
7th Mirth 122nd year of Ascendancy at 09:28 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By chonk the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 23:07 see stats
The Arena
Unlocked Arena mode.By chonk the Higher Archmage level 13
10th Flare 122nd year of Ascendancy at 05:29 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By chonk the Higher Archmage level 16
38th Dusk 122nd year of Ascendancy at 02:23 see stats
Log
Chonk is surging arcane power.
Thunderstorm hits Emelirin the Guardian for (17 to ice), 26 lightning (26 total damage).
Emelirin the Guardian uses Infusion: Primal.
Emelirin the Guardian attunes to the wild.
Chonk casts Arcane Vortex.
Emelirin the Guardian HEALS from lightning damage!
Thunderstorm hits Emelirin the Guardian for (14 to ice), 21 lightning (21 total damage).
Emelirin the Guardian is free from the ice.
Chonk is out of phase.
Chonk's demonfire area effect hits chonk for 19 fire damage.
Emelirin the Guardian uses Swift Shot.
Chonk's spell attains critical power!
Emelirin the Guardian HEALS from lightning damage!
Thunderstorm hits Emelirin the Guardian for 49 lightning, 6 healing (49 total damage) [6 healing].
Emelirin the Guardian uses Noggin Knocker.
Emelirin the Guardian's Swift Shot performs a ranged critical strike against chonk!
Chonk is crippled.
Chonk is covered in acid!
Chonk starts to bleed.
Emelirin the Guardian's Swift Shot hits chonk for 117 physical damage.
Chonk is stunned!
Chonk's Infusion: Regeneration is disrupted by her wounds!
Emelirin the Guardian's Noggin Knocker performs a ranged critical strike against chonk!
Emelirin the Guardian's Noggin Knocker hits chonk for 69 physical damage.
Emelirin the Guardian's Noggin Knocker hits chonk for 42 physical damage.
Emelirin the Guardian's Noggin Knocker hits chonk for 47 physical damage.
chonk the level 16 higher archmage was bled to death by Emelirin the Guardian on level 1 of Ruined Dungeon.
The furious lightning storm around chonk calms down and disappears.






















































































