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! Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Rogue |
Level / Exp | 50 / 15943% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 3452 (base 90) |
Dexterity | 95 (base 90) |
Constitution | 3399 (base 90) |
Magic | 90 (base 90) |
Willpower | 92 (base 90) |
Cunning | 105 (base 90) |
Resources
Life | 14959/14959 |
Stamina | 302/302 |
Healing Factor | 1.22 |
Regeneration | 1399.1073895165 |
Speed
Mental | +5070.4681931997% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 230 |
See Stealth | 577.73341540076 |
See Invisible | 577.73341540076 |
Stealth | 432.65652390056 |
Offense: Mainhand
Damage | 226 |
Accuracy | 661 |
Crit Chance | 949% |
APR | 1533 |
Speed | 0.02 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 285 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Physical | +7% |
Light | +27% |
Nature | +5% |
Offense: Damage Penetration
Fire | +20% |
Defense: Base
Armour (hardiness) | 11 (100%) |
Defense | 151 |
Ranged Defense | 151 |
Fatigue | 0 |
Physical Save | 299 |
Spell Save | 50 |
Mental Save | 42 |
Defense: Resistances
Acid | + 30%( 70%) |
Light | + 46%( 70%) |
Nature | + 30%( 70%) |
Darkness | + 25%( 70%) |
Physical | + 21%( 70%) |
Cold | + 29%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Cunning / Artifice | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Ghoul | 1001.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1000.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1001.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Blade Flurry |
talent | Stealth |
talent | Leeching Poison |
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Numbing Poison |
talent | Lacerating Strikes |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 1146.6 and stamina regeneration by 85.7. Soothing Darkness |
beneficial effect | Has 58 throwing knives prepared: 58 KnivesRange: 9 Net Damage: 22608 - 31651 Accuracy: 680 (knife) APR: 1985 Crit Chance: +1797% Crit mult: 994% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed vampire lord fang. * '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.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | invigorating pair of hardened leather boots of massiveness (0 def, 3 armour) invigorating pair of hardened leather boots of massiveness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +6 Str / +6 Con Changes damage: +7% physical Stamina each turn: +0.30 Maximum life: +42.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 1 cooldown : Effective talent level: 4.0 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Quiver | pouch of iron shots (11/11, 13.5-16.2 power, 1 apr) pouch of iron shots (11/11, 13.5-16.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 11 Shots are used with slings to pummel your foes to death. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
On head | leafwalker's dwarven-steel helm of trickery (0 def, 4 armour) leafwalker's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +8% nature Spell save: +8 (+3 eff.) Maximum life: +72.00 Healing mod.: +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | rogue's stralite ring of light (+36%) rogue's stralite ring of light (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Changes resistances: +36% light Changes damage: +18% light Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Can be unequipped or rerolled. 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, costing 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? |
Main armor | Glowpassion the cured leather armour (2 def, 4 armour) Glowpassion the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +5 Str Changes resistances: +18% acid / +7% physical / +12% darkness / +17% cold Changes resistances penetration: +20% fire Changes damage: +9% light Light radius: +3 It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 2002.6 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1030 for 145 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
In main hand | rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Light source | 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. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 21; turns 3; dispels darkness)sun infusion (rad 7; power 21; turns 3; dispels darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 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. sun infusion of the duelist (rad 8; power 63; turns 4; dispels darkness)sun infusion of the duelist (rad 8; power 63; turns 4; dispels darkness) 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 63) for 4 turns. Its effects scale with your Dexterity 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 ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 10 turns, die at -276)heroism infusion (+8 for 10 turns, die at -276) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -276 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. manasurge rune (788% regen over 10 turns; 39 instant mana)manasurge rune (788% regen over 10 turns; 39 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 788% for 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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%. 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. vision rune (radius 12; dur 17; see humanoid)vision rune (radius 12; dur 17; see humanoid) 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: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 16) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any humanoid around. 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. Eclipsestreak the copper amuletEclipsestreak the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes stats: +2 Str / +7 Dex Changes resistances: +14% light / +20% darkness Blindness immunity: +26% Life regen: +0.60 Stamina each turn: +0.80 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. ZerarionZerarion Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Mag Changes resistances: +13% lightning Changes resistances penetration: +25% mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +26% Light radius: +2 See invisible: +6 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. cruel elm starstaff of channeling (10-12 power, 2 apr, darkness element)cruel elm starstaff of channeling (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.16 Spellpower: +13 (+5 eff.) Spell crit. chance: +1% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Galusin the Nimbuswrither (20-24 power, 4 apr, cold element)Galusin the Nimbuswrither (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 lightning / +20 fire When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +15% lightning Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+6 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 232.11 to 278.53 cold damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Sunstake the yew starstaff (20-24 power, 4 apr, darkness element)Sunstake the yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +17 (+3 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 12% chance to blind Changes damage: +20% darkness / +9% light Talent granted: +1 Command Staff Disarm immunity: +25% Stun/Freeze immunity: +40% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 1 cooldown : Effective talent level: 1.0 Power cost: 1 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.32 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff (20-24 power, 4 apr, darkness element)cruel yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Silarabeth the Duathelrigor (20.5-28.7 power, 4 apr)Silarabeth the Duathelrigor (20.5-28.7 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +11 Fatigue: -6% Changes stats: +2 Str / +4 Cun Changes resistances penetration: +11% cold Changes damage: +12% darkness Mental save: +12 (+4 eff.) Light radius: +3 Infravision radius: +3 One-handed war axes. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Flashwinter (19-24.7 power, 7 apr)Flashwinter (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn * 8% chance to daze at end of turn On weapon crit: * burns latent spell energy Burst (radius 1) on hit: +4 lightning When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +3 Cun / +5 Con Changes resistances penetration: +6% lightning / +7% physical Disarm immunity: +13% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Demonsquall the drakeskin leather slingDemonsquall the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 15 arcane resource burn Changes stats: +7 Wil / +7 Cun / +1 Con Changes resistances: +9% darkness / +9% lightning Changes resistances penetration: +13% physical Changes damage: +35% physical Talent mastery: +0.20 Wild-gift / Antimagic Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mindpower: +10 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Dazzlerace the voratun shield (12 def, 3 armour, 198 block)Dazzlerace the voratun shield (12 def, 3 armour, 198 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 8 light Changes resistances: +30% lightning / +20% physical Changes damage: +6% arcane Talent granted: +5 Block Mana when firing critical spell: +4.00 Maximum life: +91.00 Handheld deflection devices. |
woollen robe 'Unrulen' (0 def, 4 armour) woollen robe 'Unrulen' (0 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Cun / +1 Str Changes resistances: +21% nature Changes resistances penetration: +7% darkness / +8% physical Changes damage: +10% nature / +7% physical / +5% light / +15% darkness Poison immunity: +5% Maximum hate: +5.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of time (+14%) (3 def, 0 armour)mindwoven silk robe of time (+14%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% temporal Changes damage: +14% temporal Mental save: +20 (+7 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Cyrewyn the cured leather armour (2 def, 4 armour)Cyrewyn the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +29% acid / +11% physical / +6% light / +15% temporal / +6% blight / +11% cold / +16% lightning / +20% fire Mindpower: +8 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Thundermight the linen cloak (1 def, 0 armour)Thundermight the linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +3 Wil Changes resistances: +30% lightning Changes resistances penetration: +20% lightning / +15% acid Changes damage: +12% acid Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Elenefast the Greensage (2 def, 0 armour)Elenefast the Greensage (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +12% nature Changes resistances penetration: +25% nature Changes damage: +18% nature / +6% temporal Critical mult.: +22.00% Stealth bonus: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Yvygatha the cashmere cloak (2 def, 0 armour)Yvygatha the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Str / +7 Dex / +6 Cun Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +7 Lck / +4 Dex Stealth bonus: +9 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Flarefiend the pair of iron boots (0 def, 3 armour)Flarefiend the pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +10% fire Changes damage: +30% arcane / +6% fire Stamina each turn: +0.50 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
4 agate 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
ametrine 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. |
3 aquamarine 3 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. |
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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
onyx onyx0.00 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. |
2 emerald 2 emerald0.00 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. |
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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
238 alchemist agate 238 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. |
Demonic Soul Demonic SoulPowered 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. |
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. |
Rod of Recall (400/400) Rod of Recall (400/400)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 1 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] (1 cooldown)ash totem of cure ailments [power 2] (1 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 9 (based on Willpower), putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ransheigan the Ghoul Rogue level 10
74th Pyre 122nd year of Ascendancy at 21:23 see stats
By Ransheigan the Ghoul Rogue level 20
1st Summertide 122nd year of Ascendancy at 15:15 see stats
By Ransheigan the Ghoul Rogue level 30
1st Summertide 122nd year of Ascendancy at 18:53 see stats
By Ransheigan the Ghoul Rogue level 40
2nd Summertide 122nd year of Ascendancy at 06:04 see stats
By Ransheigan the Ghoul Rogue level 50
2nd Summertide 122nd year of Ascendancy at 06:08 see stats
By Ransheigan the Ghoul Rogue level 11
76th Pyre 122nd year of Ascendancy at 02:59 see stats
By Ransheigan the Ghoul Rogue level 11
76th Pyre 122nd year of Ascendancy at 02:59 see stats
By Ransheigan the Ghoul Rogue level 11
76th Pyre 122nd year of Ascendancy at 02:59 see stats
By Ransheigan the Ghoul Rogue level 11
76th Pyre 122nd year of Ascendancy at 02:59 see stats
By Ransheigan the Ghoul Rogue level 50
2nd Flare 122nd year of Ascendancy at 03:37 see stats
Log
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Talent Insidious Poison is ready to use.
Talent Leeching Poison is ready to use.
Talent Numbing Poison is ready to use.
Ransheigan activates Insidious Poison.
Ransheigan deactivates Volatile Poison.
Ransheigan activates Leeching Poison.
Ransheigan deactivates Crippling Poison.
Ransheigan activates Numbing Poison.
Ransheigan deactivates Insidious Poison.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ransheigan deactivates Trained Reactions.
Ransheigan deactivates Daunting Presence.
Ransheigan deactivates Stealth.
Ransheigan deactivates Precise Strikes.
Ransheigan deactivates Lacerating Strikes.
Ransheigan deactivates Blade Flurry.
Ransheigan deactivates Numbing Poison.
Ransheigan deactivates Quickdraw.
Ransheigan deactivates Leeching Poison.
Ransheigan deactivates Apply Poison.