










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.6.7Official 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:
Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.6.7Official 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.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 14 / 63% |
Size | medium |
Lifes / Deaths | Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 15:22 / 52Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 15:44 Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:06 Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:54 Killed by manaworm at level 1 on the 74th Pyre 122nd year of Ascendancy at 17:03 Killed by skeleton assassin at level 5 on the 2nd Mirth 122nd year of Ascendancy at 05:02 Killed by skeleton assassin at level 5 on the 2nd Mirth 122nd year of Ascendancy at 08:22 Killed by skeleton assassin at level 5 on the 2nd Mirth 122nd year of Ascendancy at 08:57 Killed by skeleton assassin at level 5 on the 2nd Mirth 122nd year of Ascendancy at 10:16 Killed by skeleton master archer at level 5 on the 2nd Mirth 122nd year of Ascendancy at 12:19 Killed by skeleton master archer at level 5 on the 2nd Mirth 122nd year of Ascendancy at 14:40 Killed by Nereba the giant green ant at level 5 on the 2nd Mirth 122nd year of Ascendancy at 16:34 Killed by Nereba the giant green ant at level 5 on the 2nd Mirth 122nd year of Ascendancy at 16:44 Killed by orc soldier at level 5 on the 2nd Mirth 122nd year of Ascendancy at 17:22 Killed by orc soldier at level 5 on the 2nd Mirth 122nd year of Ascendancy at 17:37 Killed by orc soldier at level 5 on the 2nd Mirth 122nd year of Ascendancy at 19:07 Killed by Xanavena the fiery orc wyrmic at level 5 on the 2nd Mirth 122nd year of Ascendancy at 21:27 Killed by Xanavena the fiery orc wyrmic at level 5 on the 2nd Mirth 122nd year of Ascendancy at 21:35 Killed by Xanavena the fiery orc wyrmic at level 5 on the 2nd Mirth 122nd year of Ascendancy at 22:18 Killed by orc soldier at level 5 on the 2nd Mirth 122nd year of Ascendancy at 22:23 Killed by Xanavena the fiery orc wyrmic at level 5 on the 2nd Mirth 122nd year of Ascendancy at 22:30 Killed by naga myrmidon at level 5 on the 2nd Mirth 122nd year of Ascendancy at 23:59 Killed by naga myrmidon at level 6 on the 3rd Mirth 122nd year of Ascendancy at 00:06 Killed by naga myrmidon at level 6 on the 3rd Mirth 122nd year of Ascendancy at 00:13 Killed by naga myrmidon at level 6 on the 3rd Mirth 122nd year of Ascendancy at 01:30 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 03:35 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 03:43 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 04:04 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 04:42 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:11 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 06:33 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 07:50 Killed by Xanavena the fiery orc wyrmic at level 6 on the 3rd Mirth 122nd year of Ascendancy at 09:09 Killed by skeleton master archer at level 6 on the 3rd Mirth 122nd year of Ascendancy at 12:15 Killed by skeleton master archer at level 6 on the 3rd Mirth 122nd year of Ascendancy at 13:53 Killed by sand-drake at level 6 on the 3rd Mirth 122nd year of Ascendancy at 15:48 Killed by corrupted cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 00:40 Killed by corrupted cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 01:57 Killed by corrupted cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 02:41 Killed by bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 03:16 Killed by bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 04:14 Killed by corrupted cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 04:58 Killed by corrupted cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 07:30 Killed by shadowblade at level 7 on the 6th Mirth 122nd year of Ascendancy at 07:42 Killed by Assassin Lord at level 7 on the 6th Mirth 122nd year of Ascendancy at 11:24 Killed by Assassin Lord at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:05 Killed by Nerirethra the skeleton warrior at level 10 on the 2nd Dusk 122nd year of Ascendancy at 14:00 Killed by Aeronn the rogue at level 10 on the 2nd Dusk 122nd year of Ascendancy at 17:28 Killed by Xuwyn the stone troll at level 11 on the 6th Dusk 122nd year of Ascendancy at 17:22 Killed by Glimira the giant white ant at level 13 on the 13rd Dusk 122nd year of Ascendancy at 11:43 Killed by Pololan the halfling at level 13 on the 28th Dusk 122nd year of Ascendancy at 19:36 Killed by Glirin the forest troll at level 14 on the 31st Dusk 122nd year of Ascendancy at 07:45 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 11 (base 11) |
Magic | 48 (base 40) |
Willpower | 38 (base 28) |
Cunning | 19 (base 12) |
Resources
Life | 199/212 |
Mana | 172/236 |
Healing Factor | 1.0082872928177 |
Regeneration | 4.2852209944752 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 17 |
Accuracy | 3 |
Crit Chance | 6% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Acid | +6% |
Light | +9% |
Lightning | +6% |
Cold | +6% |
Arcane | +25% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Fire | +20% |
Light | +15% |
Defense: Base
Armour (hardiness) | 9 (32%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 15 |
Mental Save | 9 |
Defense: Resistances
Cold | + 17%( 70%) |
Nature | + 16%( 70%) |
Light | + 18%( 70%) |
Temporal | + 15%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 15%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Poison Resistance | 20% |
Confusion Resistance | 10% |
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 (50 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spellcraft |
talent | Arcane Power |
detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 |
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 Alchemists | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Wil Changes resistances: +9% light Spellpower: +4 (+1 eff.) Damage Shield penetration: +10% A pair of boots made of leather. |
On hands | ![]() 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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% * 20% chance to reduce strength, dexterity, and constitution by 16 Damage when hit (Melee): 6 blight Psi each turn: +0.12 Spell crit. chance: +2% Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Mag Changes resistances: +9% temporal Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Confusion immunity: +10% Life regen: +4.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +7% all Changes resistances penetration: +5% physical Stamina each turn: +2.00 Mana each turn: +0.11 Psi each turn: +0.11 Maximum hate: +2.00 Mindpower: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes damage: +19% arcane Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 10.96 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +3% blight / +11% cold / +3% light / +9% mind Reduces incoming crit damage: 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +15% light / +20% fire Changes damage: +9% light Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() acid wave rune (damage 23; dur 4; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 23.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Bethelrama Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +11% light / +11% darkness / +9% mind Blindness immunity: +21% Maximum stamina: +30.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +6% temporal / +9% fire Maximum psi: +20.00 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() arcing iron greatmaul of phasing (19.5-29.25 power, 8 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Damage Shield penetration (this weapon only): +14% Massive two-handed mauls. |
![]() Beruromihek (10-12 power, 2 apr, physical element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% darkness Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Stun/Freeze immunity: +20% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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 37.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Con Changes damage: +25% temporal Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Light radius: +2 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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 6 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 27.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Cleansesquall (10-14 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +2 Dex / +2 Wil Changes resistances penetration: +10% nature One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% light Changes damage: +6% light Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 nature Changes resistances: +6% nature Changes resistances penetration: +5% nature / +5% lightning Changes damage: +6% nature Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Wil Changes resistances: +7% all Mental save: +7 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +4 Changes stats: +2 Dex Maximum stamina: +30.00 Infravision radius: +2 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +12% acid Changes resistances penetration: +5% cold Changes damage: +6% fire Maximum encumbrance: +22 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
![]() pair of rough leather boots 'Emelyra' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +9 Changes stats: +1 Wil / +2 Con Mental save: +9 (+5 eff.) Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +4% nature 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. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
![]() Betydhera the Blazeonslaught (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +1 Con Changes resistances: +5% cold Allows you to breathe in: water Critical mult.: +15.00% Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Leleregen the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Changes resistances: +16% acid Changes damage: +11% acid Mindpower: +20 (+5 eff.) Mental crit. chance: +1% Infravision radius: +1 A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% blight Physical save: +3 (+1 eff.) Silence immunity: +10% Teleport immunity: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 340 Base Damage: 155 Armor: 7 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By mage the Higher Archmage level 10
1st Dusk 122nd year of Ascendancy at 05:58 see stats
By mage the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 05:58 see stats
By mage the Higher Archmage level 13
28th Dusk 122nd year of Ascendancy at 05:25 see stats
By mage the Higher Archmage level 13
28th Dusk 122nd year of Ascendancy at 23:45 see stats
Log
You collect a new ingredient: bear paw (1).
Burning from Mage hits Arebretha the black bear for 17 fire damage.
Burning from Mage killed Arebretha the black bear!
Talent Manathrust is ready to use.
Talent Flame is ready to use.
Mage picks up (r.): pair of rough leather boots 'Emelyra' (0 def, 9 armour).
Talent Lightning is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the northeast (Silenn the copperhead snake)).
Mage casts Manathrust.
Mage's spell attains critical power!
Silenn the copperhead snake is recovering from the damage!
mage hits Silenn the copperhead snake for 236 arcane damage.
Mage casts Flame.
Silenn the copperhead snake rushes out!
Mage is dazed!
Silenn the copperhead snake hits mage for 11 physical, 7 physical (18 total damage).
Melee retaliation hits Silenn the copperhead snake for 6 blight, 6 blight (13 total damage).
Mage casts Lightning.
mage hits Silenn the copperhead snake for 29 lightning damage.
mage killed Silenn the copperhead snake!
Talent Manathrust is ready to use.
Mage deactivates Arcane Power.
Mage is not dazed anymore.
Mage is no longer surging arcane power.
Mage deactivates Spellcraft.