Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 24 on the 24th Dusk 122nd year of Ascendancy at 16:49 4 / 2Killed by Mekosasteg the shalore at level 24 on the 27th Dusk 122nd year of Ascendancy at 10:57 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 27 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 64 (base 50) |
| Willpower | 50 (base 41) |
| Cunning | 23 (base 11) |
Resources
| Life | 388/388 |
| Mana | 401/401 |
| Healing Factor | 1 |
| Regeneration | 2.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.463941084984 |
| Crit Chance | 20% |
| Speed | 1 |
| Cooldown Reduction | 23.333333333333 |
Offense: Mind
| Mindpower | 33.6 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 19.15 |
| Ranged Defense | 21.575 |
| Fatigue | 0 |
| Physical Save | 43.728628803388 |
| Spell Save | 75.208971602541 |
| Mental Save | 42.941666666667 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Confusion Resistance | 10% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 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 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| 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 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.45 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Quicken Spells |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Korumnir the pair of rough leather boots (4 def, 1 armour) Korumnir the pair of rough leather boots (4 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +1% Changes stats: +10 Dex / +3 Cun / +7 Lck Changes resistances: +3% light / +3% lightning Reduces incoming crit damage: 10.00% Stealth bonus: +6 Spell save: +9 (+2 eff.) Confusion immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. |
| On head | Moldmark (1 def, 0 armour) Moldmark (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +8 Mag / +4 Wil / +3 Con Changes resistances: +16% darkness / +11% mind Changes damage: +11% darkness / +11% mind / +3% nature Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Spellpower: +4 (+1 eff.) Infravision radius: +1 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Beleda' (dig speed 16 turns) iron pickaxe 'Beleda' (dig speed 16 turns)Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +7% fire / +6% nature / +6% mind Mental save: +7 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Lowers spell cool-downs by: 10% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to blind Changes stats: +2 Con Changes resistances: +3% darkness Changes damage: +3% light / +6% darkness Maximum encumbrance: +21 Spell save: +11 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +1.10 Maximum stamina: +13.00 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? |
| On fingers | mule's copper ring of arcana(+0.12/turn) mule's copper ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Silence immunity: +21% Mana each turn: +0.12 Rings can have magical properties. |
| Around waist | Aledor the Radianceraze Aledor the RadiancerazePowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +2 Mag / +4 Cun / +6 Lck Changes resistances: +3% light Changes resistances penetration: +5% light Critical mult.: +5.00% Trap disarming bonus: +8 Stealth bonus: +6 Physical save: +6 (+2 eff.) Mana each turn: +0.16 Maximum mana: +25.00 Maximum vim: +50.00 Spellpower: +4 (+1 eff.) Mindpower: +3 (+2 eff.) Infravision radius: +4 A belt that goes around your waist. |
| In main hand | elm magestaff 'Radhehor' (10-12 power, 2 apr, fire element) elm magestaff 'Radhehor' (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +12% blight / +10% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +31 (+7 eff.) Mental save: +6 (+2 eff.) Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Arcbait the rough leather gloves (0 def, 1 armour) Arcbait the rough leather gloves (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Armour: +1 Damage (Melee): 8 light Changes stats: +3 Str / +3 Dex / +3 Wil / +5 Cun / +3 Con Changes resistances: +6% light Changes damage: +4% light / +12% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +5.00% Disarm immunity: +21% Hate when firing a critical mind attack: +1.00 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: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Cracklerace (2 def, 0 armour) Cracklerace (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 lightning Changes resistances: +25% lightning / +9% darkness / +14% blight / +9% fire / +7% cold / +9% light Changes damage: +6% blight / +3% lightning Physical save: +13 (+4 eff.) Spell save: +69 (+15 eff.) Mental save: +15 (+5 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Pitchclamor (1 def, 0 armour) Pitchclamor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 16 darkness / 12 light Changes resistances: +6% acid / +3% darkness / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +10% light Changes damage: +6% light Physical save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Wretchtooth WretchtoothInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 nature Changes stats: +3 Con Changes resistances: +9% nature Changes damage: +12% nature / +9% darkness Talent mastery: +0.15 Spell / Air Life regen: +1.40 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 123 over 5 turns) regeneration infusion of the warrior (heal 123 over 5 turns)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 heal yourself for 123 life over 5 turns. Its effects scale with your Strength 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. |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Amilin the steel ring Amilin the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 20% chance to blind Effects on ranged hit: * 18% chance to blind Damage when hit (Melee): 20 physical Changes resistances: +28% darkness Changes damage: +14% darkness Physical save: +6 (+2 eff.) Disarm immunity: +24% Pinning immunity: +27% Knockback immunity: +26% Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +27.00 Spellpower: +2 (+1 eff.) Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Xadawe the copper ring Xadawe the copper ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Ranged Defense: +4 (+2 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +7 Cun Changes resistances: +3% nature / +3% darkness Disease immunity: +20% Cut immunity: +15% Stun/Freeze immunity: +15% Life regen: +0.80 Hate when firing a critical mind attack: +2.00 Maximum life: +52.00 Maximum hate: +7.00 Healing mod.: +12% It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Islildana (10-12 power, 2 apr, lightning element) Islildana (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 16 acid Changes damage: +10% lightning / +12% mind / +6% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+3 eff.) Spell crit. chance: +1% Mindpower: +4 (+2 eff.) It can be used to conjure elemental energy in a radius 2 cone, dealing 22.03 - 26.44 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Murkmalice (1 def, 0 armour) Murkmalice (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+2 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Effects on melee hit: * 15% chance to inflict damage reduction * 15% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +2 Str / +2 Con Changes resistances: +3% acid Changes resistances penetration: +15% acid / +5% darkness Changes damage: +3% acid Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 99.36 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen cloak 'Brenydusta' (1 def, 0 armour) linen cloak 'Brenydusta' (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +12% blight / +1% physical / +13% darkness Changes resistances penetration: +7% darkness Changes damage: +8% darkness Stealth bonus: +9 Mental save: +3 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Taintstreaker (0 def, 0 armour) Taintstreaker (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Str Changes resistances: +16% fire / +18% cold Changes damage: +11% fire / +12% cold Critical mult.: +6.00% Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Chargesweep' (0 def, 0 armour) linen robe 'Chargesweep' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +2 Mag Changes resistances: +11% blight / +6% fire Changes resistances penetration: +15% lightning / +6% temporal / +5% fire / +5% physical Changes damage: +11% blight / +8% temporal / +6% lightning / +8% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of blight (+10%) (0 def, 0 armour) mindwoven linen robe of blight (+10%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Mental save: +16 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisadamina the pair of iron boots (0 def, 3 armour) Lisadamina the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Con Changes resistances penetration: +20% blight Changes damage: +3% arcane / +3% blight Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Silence immunity: +24% Confusion immunity: +23% Stun/Freeze immunity: +23% Maximum mana: +60.00 Maximum vim: +10.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral rough leather gloves (0 def, 1 armour) umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +6% darkness Changes damage: +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Heatusher' (0 def, 3 armour) iron helm 'Heatusher' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 blight / 4 fire Changes stats: +2 Str / +2 Wil / +3 Con Changes resistances: +7% acid / +10% fire / +6% lightning / +6% cold Changes resistances penetration: +5% blight / +10% fire Changes damage: +15% fire Mental save: +6 (+2 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Weepglamour' (5 def, 1 armour) rough leather cap 'Weepglamour' (5 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +5 (+3 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 12% chance to gain 10% of a turn Damage when hit (Melee): 16 nature Changes stats: +3 Cun Changes resistances penetration: +20% nature Stamina when hit: +1.10 Equilibrium when hit: +1.10 A cap made of leather. |
6 agate 6 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. |
250 alchemist agate 250 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. |
aquamarine 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Radianceonslaught' (dig speed 19 turns) iron pickaxe 'Radianceonslaught' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 4 light Changes stats: +5 Str / +2 Con Changes resistances: +6% light / +6% physical Changes resistances penetration: +20% light Changes damage: +6% light Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +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 39.02 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. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
amethyst 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. |
4 ametrine 4 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. |
8 citrine 8 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. |
6 zircon 6 zircon0.00 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
Fear me not! (Uniques)
Survived the Fearscape!By Heialls the Cornac Archmage level 17
9th Mirth 122nd year of Ascendancy at 17:47 see stats
Level 10 (Uniques)
Got a character to level 10.By Heialls the Cornac Archmage level 10
79th Pyre 122nd year of Ascendancy at 18:57 see stats
Level 20 (Uniques)
Got a character to level 20.By Heialls the Cornac Archmage level 20
5th Dusk 122nd year of Ascendancy at 08:32 see stats
Matrix style! (Uniques)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Heialls the Cornac Archmage level 6
74th Pyre 122nd year of Ascendancy at 22:47 see stats
Orbituary (Uniques)
Stabilized the Abashed Expanse to maintain it in orbit.By Heialls the Cornac Archmage level 5
74th Pyre 122nd year of Ascendancy at 21:25 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By Heialls the Cornac Archmage level 24
24th Dusk 122nd year of Ascendancy at 23:03 see stats
The Arena (Uniques)
Unlocked Arena mode.By Heialls the Cornac Archmage level 13
2nd Mirth 122nd year of Ascendancy at 08:53 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Heialls the Cornac Archmage level 19
3rd Dusk 122nd year of Ascendancy at 23:08 see stats
Log
Mekosasteg the shalore killed Heialls!
Resting starts...
Talent Flame is ready to use.
Talent Flameshock is ready to use.
Talent Time Shield is ready to use.
Talent Chant of Fortitude is ready to use.
Heialls activates Chant of Fortitude.
Talent Shielding is ready to use.
Heialls activates Shielding.
Talent Inferno is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Talent Arcane Power is ready to use.
Talent Disruption Shield is ready to use.
Heialls activates Arcane Power.
Talent Quicken Spells is ready to use.
Heialls activates Quicken Spells.
Heialls deactivates Arcane Power.
Heialls deactivates Shielding.
Heialls deactivates Chant of Fortitude.
Heialls deactivates Quicken Spells.
