










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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 19 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Emetira the skeleton warrior at level 13 on the 2nd Flare 122nd year of Ascendancy at 11:07 1 / 4Killed by Xeba the xorn at level 16 on the 15th Dusk 122nd year of Ascendancy at 00:21 Killed by Xeba the xorn at level 16 on the 15th Dusk 122nd year of Ascendancy at 00:41 Killed by Salegarin the awoken tentacle tree at level 18 on the 43rd Dusk 122nd year of Ascendancy at 00:48 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 61 (base 47) |
| Willpower | 23 (base 13) |
| Cunning | 42 (base 36) |
Resources
| Life | 210/210 |
| Mana | 218/266 |
| Soul | 9/9 |
| Healing Factor | 1.2783363011316 |
| Regeneration | 4.1545929786778 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 18 |
| Crit Chance | 27% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Lightning | +10% |
| Physical | +8% |
| Cold | +16% |
| Nature | +18% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 32 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Nature | + 40%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Lightning | + 33%( 70%) |
| Cold | + 22%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 405 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
| 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Hiemal Shield |
| talent | Spikes of Decrepitude |
| talent | Secrets of the Eternals |
| talent | Aura of Undeath |
Quests
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 lost warrior from death by 3-headed hydra. Escort: lost warrior (level 1 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of greater demon bile. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 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 |
Equipment
| On feet | Frostsnake the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +3 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% cold Maximum hate: +2.00 Mindpower: +15 (+7 eff.) A pair of boots made of leather. |
| On hands | hardened leather gloves 'Xerunne' (10 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Defense: +10 (+5 eff.) Changes resistances: +12% acid Physical save: +15 (+7 eff.) Mental save: +7 (+4 eff.) Disease immunity: +20% Disarm immunity: +28% Healing mod.: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Cloud Caller (0 def, 0 armour)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 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.92 to 101.76 lightning damage (67.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | iron pickaxe 'Rainblood' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +1 Str Changes resistances: +6% lightning / +6% cold Changes damage: +6% cold Maximum life: +20.00 Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | rogue's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
| Around waist | Xodaba the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +3 Mag / +2 Con Critical mult.: +5.00% Maximum encumbrance: +22 Light radius: +2 A belt that goes around your waist. |
| Main armor | spellwoven linen robe of darkness (+18%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% darkness / +7% all Changes damage: +12% darkness Spell save: +15 (+7 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 30.50 arcane and 34.16 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+8 eff.) Spell crit. chance: +12% It can be used to activate talent Manathrust (costing 3 power out of 3/3) : Effective talent level: 3.0 Power cost: 3 out of 3/3. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 127.03 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| Cloak | Betotira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +9 Mag / +2 Cun / +1 Con Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | SparkmaliceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% lightning / +6% nature / +3% darkness Physical save: +9 (+4 eff.) Blindness immunity: +20% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
cleansing copper amulet of willpower (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 25 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+3 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Crystalline Elm magestaff (12-15 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. It is part of a set of items. Base power: 12.5 - 15.0 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+8 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane / +12% cold Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +1% It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Isata (15-18 power, 3 apr, cold element)Requires: - Magic 16 Crafted by a master 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: Defense: +5 (+3 eff.) Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +9 (+4 eff.) Disease immunity: +10% Silence immunity: +20% Knockback immunity: +10% Life regen: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, blight element)Requires: - Magic 25 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: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 149.62 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (299). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm magestaff of power (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of fate (13-16 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% cold Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Beiran the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% lightning / +6% temporal Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% A belt that goes around your waist. |
Ulferoddaldir the Blindjeer (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +5% cold Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Abyssresolve' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Str / +2 Mag / +3 Wil / +2 Con Light radius: +1 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Porilrakira (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Armour: +1 Changes stats: +1 Dex / +3 Mag Changes damage: +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +5% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glorelemina (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Wil Changes resistances: +15% lightning / +3% nature Changes damage: +10% lightning Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
enlightening hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +8% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A suit of armour made of leather. |
8 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. |
198 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. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
brass lantern2.00 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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 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. |
bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +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. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +11% 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 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 (2/2)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 172 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 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) 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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
citrine0.00 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. |
4 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Vhaen the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 17:04 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Vhaen the Shalore Necromancer level 7
77th Pyre 122nd year of Ascendancy at 12:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Vhaen the Shalore Necromancer level 9
7th Mirth 122nd year of Ascendancy at 00:12 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vhaen the Shalore Necromancer level 16
14th Dusk 122nd year of Ascendancy at 14:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Vhaen the Shalore Necromancer level 15
6th Flare 122nd year of Ascendancy at 20:30 see stats
Log
You gain 1.37 gold from the transmogrification of prismatic rough leather armour of clarity (3 def, 2 armour).
You gain 1.70 gold from the transmogrification of prismatic cured leather armour of cold resistance (6 def, 4 armour).
You gain 25.00 gold from the transmogrification of Spinal Cage (5 def, 8 armour).
You gain 2.17 gold from the transmogrification of impenetrable steel mail armour of stability (2 def, 13 armour).
You gain 12.24 gold from the transmogrification of Blastglean the hardened leather gloves (0 def, 2 armour).
You gain 3.64 gold from the transmogrification of dreamer's woollen robe (0 def, 0 armour).
You gain 10.40 gold from the transmogrification of Salyvea the Storm's kiss (14-19 power, 3 apr).
You gain 2.41 gold from the transmogrification of potent ash starstaff of might (19-23 power, 3 apr, physical element).
You gain 2.11 gold from the transmogrification of earthen ash starstaff (15-18 power, 3 apr, darkness element).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, cold element).
You gain 3.24 gold from the transmogrification of vined mindstar of flames (5-6 power, 18 apr, mind damage).
You gain 3.17 gold from the transmogrification of vined mindstar of flames (4-4 power, 18 apr, mind damage).
You gain 0.50 gold from the transmogrification of vined mindstar (6-6 power, 18 apr, nature damage).
You gain 11.89 gold from the transmogrification of Bokarain the Brightwedge (8-9 power, 24 apr, nature damage).
You gain 0.50 gold from the transmogrification of steel longsword (16-22 power, 3 apr).
You gain 6.47 gold from the transmogrification of plaguebringer's steel longsword of corruption (16-22 power, 3 apr).
You gain 11.82 gold from the transmogrification of Voidmight (14-20 power, 5 apr).
You gain 4.98 gold from the transmogrification of thought-forged steel greatsword of persecution (24-38 power, 2 apr).
You gain 3.30 gold from the transmogrification of chilling steel greatsword of daylight (22-34 power, 2 apr).
You gain 6.02 gold from the transmogrification of truestriking steel dagger of shearing (12-16 power, 6 apr).
You gain 6.64 gold from the transmogrification of truestriking steel dagger of evisceration (14-18 power, 6 apr).
You gain 15.52 gold from the transmogrification of Velossra the Dimmonster (10-14 power, 6 apr).
You gain 3.75 gold from the transmogrification of steel battleaxe of the mystic (21-32 power, 2 apr).
You gain 2.99 gold from the transmogrification of arcing steel battleaxe of daylight (24-35 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 0.10 gold from the transmogrification of steel amulet.
You gain 1.30 gold from the transmogrification of shielding rune (absorb 101; dur 5; cd 18).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 52; cd 15).
You gain 1.11 gold from the transmogrification of healing infusion of the wizard (heal 162; cd 11).
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