












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Archmage (Technomancer) |
Level / Exp | 30 / 73% |
Size | big |
Lifes / Deaths | Killed by Lisylekira the stone troll at level 7 on the 78th Pyre 122nd year of Ascendancy at 20:05 0 / 7Killed by Emywe the giant carpenter ant at level 18 on the 41st Haze 122nd year of Ascendancy at 06:22 Killed by Lisema the poison ivy at level 20 on the 44th Haze 122nd year of Ascendancy at 02:34 Killed by Siluyanor the wolf at level 20 on the 45th Haze 122nd year of Ascendancy at 23:19 Killed by Aeroldariarin the giant yellow ant at level 26 on the 8th Decay 122nd year of Ascendancy at 00:09 Killed by Pauar the Bringer of Doom at level 26 on the 4th Allure 123rd year of Ascendancy at 04:35 Killed by stone golem at level 30 on the 38th Regrowth 123rd year of Ascendancy at 15:44 |
Primary Stats
Strength | 18 (base 15) |
Dexterity | 15 (base 10) |
Constitution | 20 (base 10) |
Magic | 68 (base 60) |
Willpower | 42 (base 37) |
Cunning | 51 (base 30) |
Resources
Life | -366/706 |
Mana | 0/550 |
Steam | 105/105 |
Healing Factor | 1.2370588855781 |
Regeneration | 8.9686769204412 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
Offense: Mainhand
Damage | 32 |
Accuracy | 9 |
Crit Chance | 28% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Physical | 0% |
Nature | +15% |
Mind | +15% |
Arcane | +3% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +25% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 31 (60%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 7 |
Physical Save | 26 |
Spell Save | 36 |
Mental Save | 31 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 29%( 70%) |
Cold | + 29%( 70%) |
All | + 11%( 70%) |
Darkness | + 22%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 35%( 70%) |
Mind | + 33%( 70%) |
Fire | + 11%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Bleed Resistance | 10% |
Confusion Resistance | 52% |
Stun Resistance | 80% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Constitution 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 3 turns and blocking 74 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 Constitution 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 1051% for 10 turns (53 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% 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 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Terrene technomancy | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by giant eel. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by Nerevea the faerlhing. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning 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 |
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 Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 pouch of luminous horror dust. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 xorn fragment. * You've found the needed snow giant kidney. * You've found the needed wretchling eyeball. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% nature defense ------ Armor +4 Defense +4 (+2 eff.) Fatigue +3% Resistance +3% temporal Crit Resistance 10.00% Physical save +3 (+1 eff.) Unlife -60.00 life Life +60.00 Life Regen +2.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+3 eff.) Damage +3% arcane defense ------ Unlife -80.00 life other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +6 Dex offense ------ Critical power +5.00% Ignore resists +25% mind defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +8% temporal +12% darkness +15% mind Mind save +10 (+5 eff.) Confus Resist +32% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Life +25.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Defense +8 (+4 eff.) Resistance +20% blight +20% cold +20% nature Slow Projectiles +20% Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Crit +9.0% Spell Crit +10% Critical power +13.00% Spellpower +26 (+7 eff.) Spellpower/crit +5 On-Hit 29 arcane Damage +25% cold defense ------ Life +60.00 other ------- Max mana +87.00 Infravision +3 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 32.31 to 38.77 cold damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +120% Stun Resist +30% Knockbk Resist +30% other ------- Talents +3 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) other ------- Talents +3 Arcane Dynamo This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning defense ------ Defense +7 (+3 eff.) Resistance +18% lightning Physical save +6 (+3 eff.) Unlife -80.00 life Life +40.00 Life Regen +4.00 Cut Resist +10% Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -228 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 456 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 816% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag offense ------ Spell Crit +4% Spellpower +5 (+2 eff.) Damage +5% acid +3% blight +5% fire +5% lightning +6% cold Ignore resists +15% blight defense ------ Resistance +9% darkness Physical save +13 (+6 eff.) Spell save +12 (+5 eff.) Mind save +11 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +1 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +10% other ------- Masteries +0.19 Spell/Divination Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +11% light Accuracy +4 (+4 eff.) defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% fire Ignore resists +25% darkness defense ------ Defense +5 (+2 eff.) Resistance +28% fire +5% arcane +6% light Physical save +3 (+1 eff.) Life +80.00 Disarm Resist +10% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) Damage +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Weapon Damage 196% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 physical On-crit, radius 2 +12 physical While equipped: offense ------ Ignore resists +25% light +25% physical defense ------ Resistance +6% temporal Pinning Resist +20% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature Weapon Damage 173% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +13 Str +9 Dex +10 Mag +13 Wil +9 Cun +12 Con Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 177% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +17 temporal While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +16 (+13 eff.) defense ------ Resistance +12% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+10 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.3 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 25.93 cold damage and 20.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Rare] Nature Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 darkness +16 fire On-crit, radius 2 +90 fire While equipped: offense ------ Global Speed +11% Ignore resists +25% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +30% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +3.0% Attack Speed 100% Ignore Shields +15% On Critical: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Nature/Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +38 acid +19 nature While equipped: offense ------ Ignore resists +14% acid +15% nature +8% all Accuracy +17 (+13 eff.) Ignore Armor +19 One-handed war axes. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +20 light +20 arcane On-Hit, radius 1 +20 cold While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 15 mind 15 darkness Damage +9% cold +10% mind +10% darkness Ignore resists +10% arcane +15% light When Hit 10 arcane other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +8 Str +8 Mag +16 Wil +20 Cun offense ------ Physical Power +18 (+9 eff.) Mindpower +40 (+14 eff.) On-Hit (Ranged): * 50 arcane resource burn defense ------ Crit Resistance 15.00% other ------- See Invisibility +9 Masteries +0.60 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 acid On shield block: * Cause enemies within radius 6 to bleed for 73 physical damage over 5 turns (1/turn) When Hit 6 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Spell Crit +5% Damage +9% acid +10% physical +15% light +8% cold +9% fire Ignore resists +5% arcane defense ------ Resistance +22% light +13% fire +11% all +11% acid +12% physical +5% arcane +14% cold +14% mind +13% darkness Physical save +12 (+6 eff.) Spell save +11 (+5 eff.) Mind save +24 (+11 eff.) other ------- Vim-on-crit +2.00 Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Cun offense ------ Spell Crit +8% Spellpower +8 (+2 eff.) Damage +21% physical +21% light +14% darkness defense ------ Resistance +15% all +21% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Life +45.00 Life Regen +7.30 Healmod +14% A suit of armour made of leather. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Arcane/Psionic While equipped: defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +14% light +16% darkness +8% mind Mind save +15 (+7 eff.) A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Damage +15% nature +9% cold When Hit 2 nature defense ------ Armor +1 Resistance +3% cold Physical save +5 (+2 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Ignore resists +5% lightning +15% fire defense ------ Defense +1 (+0 eff.) Spell save +5 (+2 eff.) other ------- Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Dex offense ------ Ignore resists +25% arcane +5% temporal defense ------ Armor +3 Fatigue +3% Resistance +7% blight +7% cold +8% darkness +7% fire Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 61.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str offense ------ Damage +17% mind +8% fire Ignore resists +14% physical When Hit 4 temporal defense ------ Physical save +7 (+3 eff.) Spell save +8 (+4 eff.) Mind save +16 (+8 eff.) Life +66.00 other ------- Max psi +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 436.00 fire damage (based on Magic). Uses 50 power out of 30/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Ignore resists +10% cold Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Lolth the Ogre Archmage level 28
17th Regrowth 123rd year of Ascendancy at 05:48 see stats
By Lolth the Ogre Archmage level 12
1st Haze 122nd year of Ascendancy at 17:58 see stats
By Lolth the Ogre Archmage level 30
28th Regrowth 123rd year of Ascendancy at 03:07 see stats
By Lolth the Ogre Archmage level 23
57th Haze 122nd year of Ascendancy at 16:02 see stats
By Lolth the Ogre Archmage level 10
2nd Mirth 122nd year of Ascendancy at 17:26 see stats
By Lolth the Ogre Archmage level 20
43rd Haze 122nd year of Ascendancy at 04:30 see stats
By Lolth the Ogre Archmage level 30
26th Regrowth 123rd year of Ascendancy at 14:55 see stats
By Lolth the Ogre Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:22 see stats
By Lolth the Ogre Archmage level 6
76th Pyre 122nd year of Ascendancy at 20:41 see stats
By Lolth the Ogre Archmage level 21
51st Haze 122nd year of Ascendancy at 22:18 see stats
By Lolth the Ogre Archmage level 15
27th Haze 122nd year of Ascendancy at 02:36 see stats
Log
Lolth's glacial vapour area effect killed Fire drake hatchling!
Melee retaliation hits Stone golem for 23 nature, 4 nature (27 total damage).
Stone golem hits Lolth for 220 physical damage.
Lolth hits Fire drake hatchling for 9 cold, 14 physical (23 total damage).
Lolth hits Fire drake hatchling for 8 physical, 6 cold (13 total damage).
Lolth hits Stone golem for 36 physical, 48 cold (84 total damage).
Lolth hits Something for 6 cold, 8 physical (14 total damage).
Lolth hits Fire drake for 4 cold, 8 physical (13 total damage).
Lolth receives 71 healing from Temporal Restoration Field.
Lolth misses Stone golem.
Fire drake's devouring flames area effect drains life from Stone golem!
Fire drake's devouring flames area effect drains life from Lolth!
Silamirath the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Insidious Blight from Corrupted mastocytic feeder hits Fire drake hatchling for 8 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Fire drake for 8 blight damage.
Numbing Blight from Corrupted mastocytic feeder hits Fire drake hatchling for 8 blight damage.
Blight Poison from Corrupted mastocytic feeder hits Fire drake hatchling for 8 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Fire drake hatchling for 8 blight damage.
Silamirath the corrupted dendritic hemospinner's Eyal's Wrath hits Lolth for 29 nature damage.
Fire drake receives 3 healing from Stone golem.
Lolth's glacial vapour area effect hits Fire drake hatchling for 30 cold damage.
Lolth's glacial vapour area effect hits Fire drake for 24 cold damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Stone golem for 26 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Lolth for 8 fire damage.
Melee retaliation hits Stone golem for 23 nature, 4 nature (27 total damage).
Stone golem hits Lolth for 211 physical damage.
Lolth the level 30 ogre archmage was battered to death by a stone golem on level 1 of The Godfeaster.