










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 20 / 44% |
Size | medium |
Lifes / Deaths | Killed by Salosemina the yellow jelly at level 15 on the 46th Dusk 122nd year of Ascendancy at 00:48 / 2Killed by Urkis, the High Tempest at level 20 on the 8th Allure 123rd year of Ascendancy at 07:21 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 16 (base 11) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 51 (base 48) |
Cunning | 44 (base 40) |
Resources
Life | -7/393 |
Equilibrium | 21 |
Healing Factor | 1.0826086956522 |
Regeneration | 2.5441304347826 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 31.719706428051 |
See Invisible | 43.719706428051 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 12 |
Accuracy | 32 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 32 |
Crit Chance | 13% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Acid | +11% |
Mind | +11% |
Fire | +5% |
Nature | +6% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +5% |
Fire | +4% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 25%( 70%) |
Acid | + 35%( 70%) |
Darkness | + 27%( 70%) |
Cold | + 22%( 70%) |
Mind | + 42%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 27%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 39% |
Confusion Resistance | 10% |
Disarm Resistance | 20% |
Knockback Resistance | 46% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target is in the center of a lightning hurricane, doing 30.58 to 91.75 lightning damage to itself and others around every turn. Hurricane |
beneficial effect | You gain 10% resistance against lightning. Resolve |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +1. | 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. | 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 have explored the Old Forest and vanquished Shardskin. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 green worm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) cold / +5%(-) fire A pair of boots made of leather. |
Light source | ![]() Smearcrack Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 (-) Damage when hit (Melee): 12(-) nature Changes stats: +1(-) Dex Changes resistances: +3%(-) all Changes resistances penetration: +10%(-) physical Critical mult.: +3.00% (-) Physical save: +3 (+1 eff.) (-) Spell save: +6 (+3 eff.) (-) Light radius: +2 (-) Healing mod.: +5% (-) 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 | ![]() linen wizard hat 'Glitterveil' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Str / +4(-) Dex / +2(-) Mag Changes resistances: +11%(-) mind Changes damage: +11%(-) mind Light radius: +3 (-) See invisible: +6 (-) A pointy cloth hat, very wizardly... |
On hands | ![]() restful rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +12.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() iron torque of psychoportation [power 21] (30/30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Duvudig the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -6% (-) Changes stats: +3(-) Str Changes resistances: +22%(-) acid Changes damage: +11%(-) acid Infravision radius: +2 (-) See invisible: +6 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Cuthalafast the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+6%) Changes stats: +0(-3) Str / +4 Cun / +1 Con Changes resistances: +0%(-22%) acid Changes damage: +0%(-11%) acid Grants telepathy: Humanoid/Orc Disarm immunity: +20% Pinning immunity: +29% Knockback immunity: +31% Maximum life: +26.00 Light radius: +3 Infravision radius: +0 (-2) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() restful copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Life regen: +1.10 (-) Amulets can have magical properties. |
In main hand | ![]() Isymina (4.5-4.95 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 4.5 - 5.0 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 12 arcane resource burn When wielded/worn: Changes stats: +2(-) Wil Changes resistances: +3%(-) arcane Physical save: +12 (+6 eff.) (-) Mindpower: +8 (+3 eff.) (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices |
Around waist | ![]() Jetkarma Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9%(-) mind Changes resistances penetration: +5%(-) darkness Changes damage: +12%(-) darkness Reduced damage from: +15% (-)Summoned A belt that goes around your waist. |
In off hand | ![]() vined mindstar of flames (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 5.0 - 5.5(+0.5 - +0.5) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +0(-2) Wil Changes resistances: +0%(-3%) arcane / +7% fire Changes resistances penetration: +4% fire Changes damage: +5% fire Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +4 (+2 eff.) (-4 (-1 eff.)) Mental crit. chance: +2% (+1%) Global speed: +2% 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. Tap to cycle through comparison choices |
Cloak | ![]() Corpsesteel the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +2(-) Con Changes resistances penetration: +25%(-) nature Changes damage: +6%(-) nature Blindness immunity: +10% (-) Confusion immunity: +10% (-) Pinning immunity: +10% (-) Knockback immunity: +15% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() dreamer's cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Changes resistances: +10%(-) mind / +12%(-) darkness Physical save: +12 (+6 eff.) (-) Spell save: +11 (+5 eff.) (-) Mental save: +20 (+10 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() insidious poison infusion (15 nature damage, 38% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.14 nature damage per turn for 7 turns, and reducing the target's healing received by 38%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 354.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of projection (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+10.5 - +13.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-9) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) When wielded/worn: Physical crit. chance: +6.0% Changes stats: +0(-2) Wil Changes resistances: +0%(-3%) arcane Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spellpower: +9 (+3 eff.) Spell crit. chance: +5% Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-1%) It can be used to project a bolt elemental energy from the staff (to range 7) dealing 11.97 to 14.36 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9(+9.0 - +13.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-9) Crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) When wielded/worn: Changes stats: +0(-2) Wil Changes resistances: +0%(-3%) arcane Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-1%) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. acidic steel waraxe of the mystic (12-16.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8(+7.5 - +11.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-9) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) On weapon crit: + splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Changes stats: +2(-) Wil / +2 Mag Changes resistances: +0%(-3%) arcane Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spellpower: +7 (+2 eff.) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. steel dagger of massacre (18-23.4 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4(+13.5 - +18.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-6) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) When wielded/worn: Changes stats: +0(-2) Wil Changes resistances: +0%(-3%) arcane Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +0 (+0 eff.) (-8 (-3 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. gifted vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+6) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0 arcane resource burn (-12) When wielded/worn: Changes stats: +0(-2) Wil Changes resistances: +0%(-3%) arcane Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +7 (+3 eff.) (-1 (+0 eff.)) Mental crit. chance: +2% (+1%) 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. shimmering woollen robe of light (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +0%(-12%) darkness / +15% light / +0%(-10%) mind Changes damage: +11% arcane / +10% light Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-11 (-5 eff.)) Mental save: +0 (+0 eff.) (-20 (-10 eff.)) Maximum mana: +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
![]() 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: +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. |
![]() 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. |
![]() 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 / 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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: 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: 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. |
![]() 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. |
![]() This item will automatically be transmogrified when you leave the level. ash totem of cure ailments [power 2] (30/10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Nephros the Cornac Summoner level 19
9th Decay 122nd year of Ascendancy at 21:59 see stats
By Nephros the Cornac Summoner level 12
18th Dusk 122nd year of Ascendancy at 06:45 see stats
By Nephros the Cornac Summoner level 17
68th Dusk 122nd year of Ascendancy at 06:39 see stats
By Nephros the Cornac Summoner level 10
7th Flare 122nd year of Ascendancy at 08:49 see stats
By Nephros the Cornac Summoner level 20
6th Allure 123rd year of Ascendancy at 23:57 see stats
By Nephros the Cornac Summoner level 19
41st Haze 122nd year of Ascendancy at 17:18 see stats
By Nephros the Cornac Summoner level 15
46th Dusk 122nd year of Ascendancy at 00:47 see stats
By Nephros the Cornac Summoner level 9
9th Mirth 122nd year of Ascendancy at 17:26 see stats
By Nephros the Cornac Summoner level 9
3rd Flare 122nd year of Ascendancy at 12:14 see stats
By Nephros the Cornac Summoner level 18
71st Dusk 122nd year of Ascendancy at 17:25 see stats
By Nephros the Cornac Summoner level 15
46th Dusk 122nd year of Ascendancy at 00:49 see stats
Log
Urkis, the High Tempest hits Nephros for 153 lightning damage.
Urkis, the High Tempest hits Fire drake for 167 lightning damage.
Thunderstorm hits Fire drake for 32 lightning damage.
Nephros is dazed!
Nephros uses Nature's Touch.
Fire drake roars!
Urkis, the High Tempest wanders around!.
Nephros receives 301 healing.
Fire drake hits Urkis, the High Tempest for 250 physical damage.
Nephros is not dazed anymore.
Nephros is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Nephros for 74 lightning damage.
Urkis, the High Tempest casts Rune: Manasurge.
Urkis, the High Tempest starts to surge mana.
Fire drake breathes fire!
Urkis, the High Tempest is on fire!
Thunderstorm hits Fire drake for 30 lightning damage.
Fire drake hits Urkis, the High Tempest for 295 fire damage.
Nephros is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Nephros for 88 lightning damage.
Fire drake uses Devouring Flame.
Thunderstorm hits Fire drake for 15 lightning damage.
Nephros is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Nephros for 65 lightning damage.
Fire drake receives 4 healing from Something.
Nephros uses iron torque of psychoportation!
Saving game...