











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 27 / 11% |
Size | medium |
Lifes / Deaths | Killed by Isada the black jelly at level 17 on the 35th Haze 122nd year of Ascendancy at 03:16 / 2Killed by elven cultist at level 27 on the 58th Regrowth 123rd year of Ascendancy at 07:40 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 18 (base 10) |
Constitution | 14 (base 10) |
Magic | 74 (base 57) |
Willpower | 36 (base 35) |
Cunning | 28 (base 28) |
Resources
Life | -106/372 |
Mana | 83/412 |
Healing Factor | 1.1872895330004 |
Regeneration | 14.544296779255 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 30 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +49% |
Mind | +14% |
Physical | +32% |
Cold | +20% |
All | +2% |
Offense: Damage Penetration
Acid | +48% |
Mind | +63% |
Lightning | +58% |
Fire | +48% |
All | +33% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 67%( 70%) |
All | + 15%( 70%) |
Lightning | + 48%( 70%) |
Light | + 36%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 37%( 70%) |
Mind | + 20%( 70%) |
Fire | + 37%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 98 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 956% for 10 turns (47 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.42 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Psylock Stormblessed. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes stats: +8 Lck / +5 Dex Changes resistances: +15% cold Changes damage: +3% lightning Stealth bonus: +9 Disease immunity: +20% Confusion immunity: +20% Healing mod.: +15% A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Changes stats: +1 Dex Changes resistances: +12% acid Changes resistances penetration: +15% acid / +8% all Changes damage: +6% physical Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +1 Dex / +1 Con Changes resistances: +16% physical / +32% cold / +11% fire Changes damage: +18% cold / +14% physical A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +3 Damage when hit (Melee): 6 nature Changes resistances: +12% acid Spell save: +12 (+5 eff.) Stun/Freeze immunity: +28% Life regen: +3.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +1 Mag Changes resistances: +6% mind / +5% arcane / +6% light Stealth bonus: +6 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +6% cold / +5% arcane Changes resistances penetration: +25% mind / +15% fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +6% lightning / +9% cold Changes resistances penetration: +5% mind Changes damage: +12% mind Stun/Freeze immunity: +20% Life regen: +9.00 Stamina each turn: +1.00 Maximum stamina: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +10% physical / +3% light / +3% fire / +6% temporal / +15% all Changes resistances penetration: +25% lightning Changes damage: +3% lightning / +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +18 (+5 eff.) Changes resistances: +13% fire / +16% light / +3% nature Critical mult.: +20.00% Stealth bonus: +6 Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.12 Spell / Storm Stun/Freeze immunity: +23% Amulets make your neck look great! |
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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
![]() Powered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 86 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 Willpower 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Cun / +3 Con Changes resistances: +6% nature / +9% acid Changes damage: +3% mind Critical mult.: +15.00% Physical save: +12 (+7 eff.) Life regen: +4.00 Maximum life: +63.00 Maximum psi: +30.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.11 Spell / Meta Confusion immunity: +20% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Talent mastery: +0.12 Spell / Aether Stun/Freeze immunity: +24% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +2.00 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +23% Mana each turn: +0.12 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +32% cold Changes damage: +16% cold Physical save: +8 (+5 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 32% chance to reduce all saves and defense by 19 Damage (Melee): +22 mind Damage (radius 1) on hit: +4 light When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) Changes stats: +4 Cun / +2 Wil Changes resistances: +15% light Changes resistances penetration: +8% physical Disarm immunity: +24% Light radius: +2 Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +18% Damage (radius 2) on crit: +8 blight When wielded/worn: Changes resistances penetration: +10% lightning Mana each turn: +0.24 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +4.0% Ammo reloads per turn: +3 Changes stats: +2 Dex / +2 Con Changes damage: +18% nature Stamina each turn: +3.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +34 (+13 eff.) Physical crit. chance: +10.0% Changes stats: +4 Con Stamina each turn: +3.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +15% cold Changes damage: +30% lightning / +15% acid Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +5% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+7 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 4 nature Changes stats: +3 Str / +6 Con Changes resistances: +6% lightning / +12% blight Changes resistances penetration: +10% nature Changes damage: +6% cold / +15% nature / +7% physical Size category: +1 A pair of boots made of leather. |
![]() 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 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 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+4 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 / 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 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 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. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil Changes resistances: +3% light Changes damage: +3% mind Critical mult.: +15.00% Mindpower: +5 (+2 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 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 29.89 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 6 physical Changes stats: +2 Dex Changes resistances: +3% darkness It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 508 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 23% for 2 turns. * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes resistances penetration: +10% lightning / +20% physical It can be used to sting an enemy dealing 124 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 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 / 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 Psylock Stormblessed the Higher Archmage level 24
44th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Psylock Stormblessed the Higher Archmage level 20
3rd Decay 122nd year of Ascendancy at 20:46 see stats
By Psylock Stormblessed the Higher Archmage level 19
73rd Haze 122nd year of Ascendancy at 17:11 see stats
By Psylock Stormblessed the Higher Archmage level 15
20th Haze 122nd year of Ascendancy at 13:49 see stats
By Psylock Stormblessed the Higher Archmage level 23
6th Regrowth 123rd year of Ascendancy at 20:48 see stats
By Psylock Stormblessed the Higher Archmage level 21
4th Allure 123rd year of Ascendancy at 05:11 see stats
By Psylock Stormblessed the Higher Archmage level 26
51st Regrowth 123rd year of Ascendancy at 08:53 see stats
By Psylock Stormblessed the Higher Archmage level 10
8th Mirth 122nd year of Ascendancy at 20:02 see stats
By Psylock Stormblessed the Higher Archmage level 20
1st Decay 122nd year of Ascendancy at 18:55 see stats
By Psylock Stormblessed the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:40 see stats
By Psylock Stormblessed the Higher Archmage level 24
45th Regrowth 123rd year of Ascendancy at 20:49 see stats
By Psylock Stormblessed the Higher Archmage level 11
2nd Summertide 122nd year of Ascendancy at 15:42 see stats
By Psylock Stormblessed the Higher Archmage level 24
28th Regrowth 123rd year of Ascendancy at 02:54 see stats
By Psylock Stormblessed the Higher Archmage level 26
58th Regrowth 123rd year of Ascendancy at 02:58 see stats
By Psylock Stormblessed the Higher Archmage level 18
37th Haze 122nd year of Ascendancy at 00:04 see stats
By Psylock Stormblessed the Higher Archmage level 17
35th Haze 122nd year of Ascendancy at 03:16 see stats
Log
Psylock Stormblessed's spell attains critical power!
Ogre pounder is caught inside a Hurricane.
Ogre pounder is dazed!
Psylock Stormblessed hits Ogre pounder for (3 flat reduction), 134 lightning (134 total damage).
Ogre pounder is not dazed anymore.
Hurricane from Psylock Stormblessed hits Ogre pounder for (3 flat reduction), 56 lightning (57 total damage).
Ogre pounder misses Psylock Stormblessed.
Psylock Stormblessed teleports some damage to Something!
Thunderstorm hits Ogre pounder for (3 flat reduction), 27 lightning (27 total damage).
Decrepitude Disease from Elven cultist hits Psylock Stormblessed for 54 blight damage.
Rotting Disease from Elven cultist hits Ogre pounder for 69 teleported damage.
Rotting Disease from Elven cultist hits Psylock Stormblessed for (69 teleported), 0 blight (0 total damage).
Ogre pounder is dazed!
Psylock Stormblessed casts Channel Staff.
Ogre pounder is not dazed anymore.
Psylock Stormblessed's Channel Staff hits Ogre pounder for (3 flat reduction), 41 lightning (41 total damage).
Psylock Stormblessed's Channel Staff killed Ogre pounder!
The fabric of space around Psylock Stormblessed stabilizes to normal.
Talent Lightning is ready to use.
Talent Shock is ready to use.
Psylock Stormblessed teleports some damage to Something!
Decrepitude Disease from Elven cultist hits Psylock Stormblessed for 54 blight damage.
Rotting Disease from Elven cultist hits Ogre pounder for 69 teleported damage.
Rotting Disease from Elven cultist hits Psylock Stormblessed for (69 teleported), 0 blight (0 total damage).
Psylock Stormblessed resists the disease!
Elven cultist's Soul Rot hits Psylock Stormblessed for 129 blight damage.
Something hits Psylock Stormblessed for 92 blight damage.
Psylock Stormblessed the level 27 higher archmage was diseased to death by an elven cultist on level 3 of Dark crypt.
The furious lightning storm around Psylock Stormblessed calms down and disappears.