











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Cornac |
Class | Archmage (Technomancer) |
Level / Exp | 25 / 44% |
Size | medium |
Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:26 / 61Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:46 Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 23:33 Killed by Ben Cruthdar, the Cursed at level 11 on the 49th Dusk 122nd year of Ascendancy at 16:20 Killed by Poliba the sick fox at level 12 on the 2nd Haze 122nd year of Ascendancy at 12:35 Killed by shadow at level 12 on the 4th Haze 122nd year of Ascendancy at 03:41 Killed by Rnir at level 14 on the 18th Haze 122nd year of Ascendancy at 02:49 Killed by greater gwelgoroth at level 16 on the 27th Haze 122nd year of Ascendancy at 22:11 Killed by Lisimina the degenerated skeleton warrior at level 16 on the 29th Haze 122nd year of Ascendancy at 12:05 Killed by Gloramina the degenerated skeleton warrior at level 16 on the 30th Haze 122nd year of Ascendancy at 00:14 Killed by Isith the skeleton warrior at level 16 on the 53rd Haze 122nd year of Ascendancy at 16:22 Killed by vampire lord at level 17 on the 54th Haze 122nd year of Ascendancy at 14:03 Killed by Elyldanne the bandit at level 17 on the 55th Haze 122nd year of Ascendancy at 01:21 Killed by Minotaur of the Labyrinth at level 17 on the 56th Haze 122nd year of Ascendancy at 10:21 Killed by Eilinivena the warg at level 17 on the 56th Haze 122nd year of Ascendancy at 12:05 Killed by Eilinivena the warg at level 17 on the 56th Haze 122nd year of Ascendancy at 13:06 Killed by Gelle the large brown snake at level 17 on the 56th Haze 122nd year of Ascendancy at 15:57 Killed by Betiriath the slaver at level 18 on the 80th Haze 122nd year of Ascendancy at 12:20 Killed by Blood Master at level 18 on the 1st Decay 122nd year of Ascendancy at 06:48 Killed by bandit lord at level 18 on the 1st Allure 123rd year of Ascendancy at 08:28 Killed by bandit lord at level 18 on the 1st Allure 123rd year of Ascendancy at 09:26 Killed by Neryldanne the rogue sapper at level 18 on the 1st Allure 123rd year of Ascendancy at 11:50 Killed by Assassin Lord at level 18 on the 1st Allure 123rd year of Ascendancy at 21:42 Killed by Lisukira the snow giant at level 18 on the 18th Regrowth 123rd year of Ascendancy at 05:51 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 18th Regrowth 123rd year of Ascendancy at 09:58 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 18th Regrowth 123rd year of Ascendancy at 11:30 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 18th Regrowth 123rd year of Ascendancy at 12:09 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 18th Regrowth 123rd year of Ascendancy at 12:53 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 18th Regrowth 123rd year of Ascendancy at 15:07 Killed by Xanuwen the giant lightning ant at level 19 on the 20th Regrowth 123rd year of Ascendancy at 06:18 Killed by Rantha the Worm at level 19 on the 21st Regrowth 123rd year of Ascendancy at 00:32 Killed by snow giant boulder thrower at level 19 on the 21st Regrowth 123rd year of Ascendancy at 04:36 Killed by forest wight at level 20 on the 21st Regrowth 123rd year of Ascendancy at 12:39 Killed by Xeda the snow giant chieftain at level 20 on the 22nd Regrowth 123rd year of Ascendancy at 16:43 Killed by onilug at level 20 on the 29th Regrowth 123rd year of Ascendancy at 00:15 Killed by Vorulrama the rattlesnake at level 21 on the 30th Regrowth 123rd year of Ascendancy at 15:24 Killed by worm that walks at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 04:02 Killed by worm that walks at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 05:00 Killed by saw horror at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 07:16 Killed by Zubuldaseth the saw horror at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 09:01 Killed by Zubuldaseth the saw horror at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 09:43 Killed by blade horror at level 22 on the 34th Regrowth 123rd year of Ascendancy at 01:52 Killed by Weirdling Beast at level 22 on the 34th Regrowth 123rd year of Ascendancy at 10:09 Killed by Belawyn the blue ooze at level 23 on the 41st Regrowth 123rd year of Ascendancy at 15:33 Killed by gigantic gravity worm at level 23 on the 41st Regrowth 123rd year of Ascendancy at 21:12 Killed by gigantic corrosive tunneler at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 04:15 Killed by gigantic corrosive tunneler at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 11:18 Killed by Slaurmer the halfling at level 24 on the 44th Regrowth 123rd year of Ascendancy at 01:23 Killed by Yvekira the naga myrmidon at level 24 on the 1st Pyre 123rd year of Ascendancy at 11:29 Killed by Yvekira the naga myrmidon at level 24 on the 1st Pyre 123rd year of Ascendancy at 13:17 Killed by Yvekira the naga myrmidon at level 24 on the 1st Pyre 123rd year of Ascendancy at 13:57 Killed by dreaming horror at level 24 on the 1st Pyre 123rd year of Ascendancy at 18:03 Killed by quasit at level 24 on the 2nd Pyre 123rd year of Ascendancy at 00:37 Killed by orc necromancer at level 24 on the 2nd Pyre 123rd year of Ascendancy at 09:24 Killed by wretchling at level 24 on the 3rd Pyre 123rd year of Ascendancy at 02:43 Killed by elven blood mage at level 25 on the 13rd Pyre 123rd year of Ascendancy at 05:23 Killed by orc necromancer at level 25 on the 52nd Pyre 123rd year of Ascendancy at 00:35 Killed by Adobeth the copperhead snake at level 25 on the 52nd Pyre 123rd year of Ascendancy at 07:50 Killed by Poruba the giant green ant at level 25 on the 52nd Pyre 123rd year of Ascendancy at 10:05 Killed by armoured skeleton warrior at level 25 on the 52nd Pyre 123rd year of Ascendancy at 19:12 Killed by Ce'Nuba the netherworm mass at level 25 on the 10th Mirth 123rd year of Ascendancy at 07:20 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 15 (base 10) |
Magic | 67 (base 54) |
Willpower | 59 (base 49) |
Cunning | 25 (base 13) |
Resources
Life | 341/341 |
Mana | 503/503 |
Steam | 0/90 |
Healing Factor | 1.2760311219417 |
Regeneration | 1.3398326780388 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 27 |
Accuracy | 34 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Nature | +15% |
Light | +15% |
Temporal | +11% |
Blight | +15% |
Physical | +9% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Blight | +8% |
Mind | +25% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 6 |
Physical Save | 16 |
Spell Save | 32 |
Mental Save | 25 |
Defense: Resistances
Fire | + 46%( 70%) |
Darkness | + 20%( 70%) |
Light | + 16%( 70%) |
Temporal | + 21%( 70%) |
Nature | + 25%( 70%) |
Physical | + 12%( 70%) |
Mind | + 27%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Bleed Resistance | 40% |
Disarm Resistance | 20% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 4 turns and blocking 128 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (377 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 640 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Occult technomancy | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Disruption Shield |
talent | Shielding |
talent | Metaphasic Spin |
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 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by The Fragmented Essence of Harkor'Zun. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by thought-forged bowman. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 75. | 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. | 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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed faerlhing fang. * You've found the needed pouch of faeros ash. You have aided Agrimley the hermit in creating an elixir of focus. 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 red crystal shard. * '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 chunk of ghoul flesh. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +1 Str Changes resistances: +6% fire Stamina each turn: +0.40 Maximum stamina: +14.00 See invisible: +3 A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Changes stats: +3 Dex / +3 Cun / +4 Con Changes resistances penetration: +15% mind Critical mult.: +10.00% Maximum stamina: +30.00 Mental crit. chance: +2% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% fire / +12% mind / +6% light Changes resistances penetration: +10% mind / +20% cold Changes damage: +3% light / +10% fire Light radius: +3 A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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 | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Damage (Melee): 20 light Damage (Ranged): 10 light Changes stats: +7 Dex / +3 Mag / +5 Cun Changes damage: +12% light Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +5 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +1% physical Blindness immunity: +22% Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +24.00 Infravision radius: +4 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 nature Changes resistances: +6% nature Changes damage: +15% nature / +3% mind Life regen: +0.80 Light radius: +2 Healing mod.: +11% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 15 arcane Changes resistances penetration: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Maximum mana: +28.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 119.08 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Damage when hit (Melee): 6 physical Changes stats: +1 Str / +5 Mag / +5 Wil Changes resistances: +11% temporal / +11% all Changes damage: +9% physical / +11% temporal Talent granted: +1 Arcane Dynamo Mana each turn: +0.30 Psi each turn: +0.17 Maximum mana: +52.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+4 eff.) Changes stats: +1 Con Changes resistances: +6% mind Physical save: +5 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 5 darkness, 5 mind, 2 physical 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 3 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Lck / +2 Wil Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
![]() Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +5% all Spellpower: +11 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+7 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 37.50 to 46.87 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Armour: +1 Changes stats: +2 Cun / +3 Dex Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 32.05 to 96.14 lightning damage (64.09 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 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 / 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 (+3 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+5 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 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 32.20 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.6 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 219.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 158 Activation puts all charms on cooldown for 19 turns. 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 / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rnir the Cornac Archmage level 23
34th Regrowth 123rd year of Ascendancy at 21:47 see stats
By Rnir the Cornac Archmage level 12
49th Dusk 122nd year of Ascendancy at 16:27 see stats
By Rnir the Cornac Archmage level 21
31st Regrowth 123rd year of Ascendancy at 09:03 see stats
By Rnir the Cornac Archmage level 23
34th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Rnir the Cornac Archmage level 10
16th Dusk 122nd year of Ascendancy at 09:42 see stats
By Rnir the Cornac Archmage level 20
21st Regrowth 123rd year of Ascendancy at 05:42 see stats
By Rnir the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 01:48 see stats
By Rnir the Cornac Archmage level 23
34th Regrowth 123rd year of Ascendancy at 21:47 see stats
By Rnir the Cornac Archmage level 12
55th Dusk 122nd year of Ascendancy at 04:01 see stats
By Rnir the Cornac Archmage level 23
34th Regrowth 123rd year of Ascendancy at 21:47 see stats
By Rnir the Cornac Archmage level 18
1st Decay 122nd year of Ascendancy at 08:10 see stats
By Rnir the Cornac Archmage level 18
80th Haze 122nd year of Ascendancy at 18:23 see stats
By Rnir the Cornac Archmage level 18
1st Allure 123rd year of Ascendancy at 23:49 see stats
Log
Today is the 4th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Today is the 5th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 6th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
There is a Zigur (Town) here (press '' or right click to use).
Today is the 7th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 8th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:38.
Today is the 9th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 10th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 11st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 12nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:01.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Ran for 4 turns (stop reason: didn't move).
Saving done.
Ran for 11 turns (stop reason: didn't move).
Lore found: Mirror Image Rune
You can read all your collected lore in the game menu, by pressing Escape.