Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 52 / 42% |
Size | medium |
Lifes / Deaths | Killed by Belamira the wolf at level 8 on the 4th Mirth 122nd year of Ascendancy at 09:46 0 / 8Killed by Bethitha the orc cryomancer at level 29 on the 62nd Dusk 122nd year of Ascendancy at 07:14 Killed by thought-forged warrior at level 49 on the 66th Dusk 122nd year of Ascendancy at 22:45 Killed by Polikira the elven blood mage at level 50 on the 68th Dusk 122nd year of Ascendancy at 02:02 Killed by Polikira the elven blood mage at level 50 on the 68th Dusk 122nd year of Ascendancy at 03:30 Killed by Edthundergod at level 52 on the 68th Dusk 122nd year of Ascendancy at 09:58 Killed by Polikira the elven blood mage at level 52 on the 68th Dusk 122nd year of Ascendancy at 11:38 Killed by Polikira the elven blood mage at level 52 on the 68th Dusk 122nd year of Ascendancy at 12:53 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 67 (base 60) |
Magic | 76 (base 60) |
Willpower | 81 (base 60) |
Cunning | 36 (base 33) |
Resources
Life | -490/873 |
Mana | 224/381 |
Healing Factor | 1.32 |
Regeneration | 1.32 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +151.43290904969% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 15 |
See Invisible | 23 |
Offense: Mainhand
Damage | 28 |
Accuracy | 23 |
Crit Chance | 32% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61.913460384987 |
Crit Chance | 35% |
Speed | 1 |
Cooldown Reduction | 26.666666666667 |
Offense: Mind
Mindpower | 45.7 |
Crit Chance | 37% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 9 (33%) |
Defense | 25.875 |
Ranged Defense | 25.875 |
Fatigue | 6 |
Physical Save | 40.491666666667 |
Spell Save | 45.325 |
Mental Save | 41.991666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Bleed Resistance | 73% |
Disarm Resistance | 22% |
Knockback Resistance | 24% |
Stun Resistance | 73% |
Instadeath Resistance | 100% |
Blind Resistance | 16% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 341 damage for 7 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 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% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 570 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
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 / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Spell / Aegis | 1.45 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Power |
talent | Tempest |
talent | Essence of Speed |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Shielding |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target assumes the form of a shivgoroth. Shivgoroth Form |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | The mana surge engulfs the target, regenerating 4.28 mana per turn. Surging mana |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Increases global action speed by 39%. Speed |
beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +97% arcane resistance. Arcane Storm |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 regenade 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 Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +1. | done |
You failed to protect the temporal explorer from death by Belamira the wolf. Escort: temporal explorer (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed xorn fragment. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed electric eel tail. * You've found the needed ice ant stinger. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Cuthunarigohek the pair of hardened leather boots (0 def, 3 armour) Cuthunarigohek the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +1 Wil / +8 Lck Changes resistances: +3% mind / +6% cold / +3% nature / +6% light Changes resistances penetration: +5% blight / +15% arcane Stealth bonus: +9 Physical save: +15 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +16 (+5 eff.) A pair of boots made of leather. |
Light source | Lightshear the brass lantern Lightshear the brass lanternPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +4 Wil / +2 Con Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +6% darkness / +6% mind Damage affinity(heal): +5% darkness Mental save: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% Light radius: +2 Infravision radius: +6 See invisible: +6 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 202.61 damage. The damage dealt will increase with your Spellpower. 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 | hardened leather cap 'Durugandur' (0 def, 3 armour) hardened leather cap 'Durugandur' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +6 Dex / +1 Mag / +1 Wil / +4 Con / +10 Lck Changes resistances: +10% lightning / +10% temporal / +18% darkness / +10% cold / +11% fire Reduces incoming crit damage: 15.00% Spell crit. chance: +5% Mental crit. chance: +6% Infravision radius: +5 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
Tool | 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 (cooling down: 7 turns) 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. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Veloriawen the copper ring Veloriawen the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +6% blight Changes resistances penetration: +10% blight Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +24% Life regen: +0.60 Maximum life: +70.00 See invisible: +9 Healing mod.: +12% Rings can have magical properties. |
Around waist | Hettuyarain the Voidraven Hettuyarain the VoidravenPowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 16 arcane Changes stats: +2 Mag Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +6% darkness Mana each turn: +0.19 Maximum life: +32.00 Maximum mana: +25.00 A belt that goes around your waist. |
In main hand | Lightvortex (10-12 power, 2 apr, fire element) Lightvortex (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] 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% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Armour: +3 Armour Hardiness: +3% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 light / 12 nature Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +5% nature Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Maximum mana: +39.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Torirab the copper amulet Torirab the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Wil / +2 Cun Talent mastery: +0.15 Spell / Aegis Reduces incoming crit damage: 15.00% Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (246 acid damage; dur 5; apply 20)acid wave rune (246 acid damage; dur 5; apply 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 246.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 20. The surge of natural acids will remove one detrimental magical effect from you. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. elemental stralite battleaxe of torment (46-69 power, 3 apr)elemental stralite battleaxe of torment (46-69 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +21% acid / +19% darkness / +21% lightning / +20% cold / +19% mind / +21% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. chilling stralite greatsword of torment (49-78.4 power, 3 apr)chilling stralite greatsword of torment (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +19 cold When wielded/worn: Changes resistances penetration: +19% mind / +19% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel mace of amnesia (25-35 power, 4 apr)inquisitor's dwarven-steel mace of amnesia (25-35 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 18 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy When wielded/worn: Blunt and deadly. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots of rushing (0 def, 3 armour)stealthy pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +6 Dex / +4 Con / +10 Lck Stealth bonus: +10 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
umbral rough leather gloves of magic (+3) (0 def, 1 armour) umbral rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Mag Changes resistances: +5% darkness Changes damage: +4% arcane / +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) insulating rough leather cap of constitution (+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 Con Changes resistances: +5% cold / +6% fire A cap made of leather. |
stabilizing linen wizard hat of time (+11%) (1 def, 0 armour) stabilizing linen wizard hat of time (+11%) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
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. |
105 alchemist agate 105 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. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
5 spinel 5 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire 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 41.37 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light 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. |
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 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. |
amethyst 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. |
5 ametrine 5 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. |
citrine 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. |
5 zircon 5 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
By Edthundergod the Shalore Archmage level 10
4th Mirth 122nd year of Ascendancy at 23:11 see stats
By Edthundergod the Shalore Archmage level 20
60th Dusk 122nd year of Ascendancy at 23:44 see stats
By Edthundergod the Shalore Archmage level 30
62nd Dusk 122nd year of Ascendancy at 09:10 see stats
By Edthundergod the Shalore Archmage level 40
64th Dusk 122nd year of Ascendancy at 13:16 see stats
By Edthundergod the Shalore Archmage level 50
67th Dusk 122nd year of Ascendancy at 15:16 see stats
By Edthundergod the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 13:34 see stats
By Edthundergod the Shalore Archmage level 52
68th Dusk 122nd year of Ascendancy at 09:30 see stats
Log
Edthundergod's arcane area effect hits Skeleton master archer for (53 absorbed), 0 arcane (0 total damage).
Polikira the elven blood mage casts Pulverizing Auger.
Polikira the elven blood mage's spell attains critical power!
Edthundergod shrugs off the critical damage!
The fabric of space around Edthundergod stabilizes to normal.
Edthundergod teleports some damage to Polikira the elven blood mage!
Polikira the elven blood mage hits Edthundergod for (179 teleported), 179 physical (179 total damage).
Polikira the elven blood mage hits Skeleton warrior for (0 to ice), 683 physical (683 total damage).
Polikira the elven blood mage hits Polikira the elven blood mage for 179 teleported damage.
Edthundergod casts Phase Door.
Select a target to teleport...
Select a teleport location...
The targetted phase door fizzles and works randomly!
Skeleton warrior looks a little pale around the edges.
Skeleton master archer uses Pinning Shot.
Polikira the elven blood mage aims less carefully.
Polikira the elven blood mage's spell attains critical power!
Edthundergod is pinned to the ground.
Skeleton master archer's Pinning Shot hits Edthundergod for 175 physical, 12 acid, , 5 arcane (192 total damage).
Thunderstorm hits Edthundergod for 43 lightning damage.
Ghast hits Edthundergod for 27 physical damage.
Edthundergod hits Ghast for 17 light, 14 arcane, 9 cold, 11 nature (51 total damage).
Skeleton warrior is free from the ice.
Edthundergod hits Skeleton warrior for 17 light, 14 arcane, 6 cold, 11 nature (48 total damage).
Skeleton warrior hits Edthundergod for 167 physical, 18 blight, (185 total damage).
Polikira the elven blood mage casts Chain Lightning.
Polikira the elven blood mage's spell attains critical power!
Polikira the elven blood mage's spell attains critical power!
Saving game...