Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 20 / 64% |
Size | medium |
Lifes / Deaths | Killed by Silathra the storm drake hatchling at level 20 on the 7th Allure 123rd year of Ascendancy at 10:00 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 10) |
Magic | 57 (base 48) |
Willpower | 49 (base 40) |
Cunning | 22 (base 11) |
Resources
Life | -5/352 |
Mana | 245/428 |
Positive | 0/107 |
Healing Factor | 1 |
Regeneration | 4.75 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 22 |
Accuracy | 17 |
Crit Chance | 7% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 5% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 34 |
Mental Save | 22 |
Defense: Resistances
All | -20%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Confusion Resistance | 5% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 60.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: 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 385 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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% for 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 |
| 4/5 |
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 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14). Continuum Destabilization |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You 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 injured seer from death by Glanne the giant lightning ant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 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 |
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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' 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 sandworm tooth. * You've found the needed electric eel tail. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within14 lumberjacks have died. | 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 | pair of rough leather boots of evasion (12 def, 1 armour) pair of rough leather boots of evasion (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+6 eff.) Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 10 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Silubremina the Pyrevenom Silubremina the PyrevenomPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind / 15 fire Changes resistances: +5% blight / +19% fire / +16% darkness Changes resistances penetration: +10% fire Changes damage: +7% light / +3% mind Damage affinity(heal): +5% light Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +3 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 17 blight damage or heals 26 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Firesun' (0 def, 1 armour) rough leather cap 'Firesun' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% fire Changes damage: +15% fire Mindpower: +4 (+2 eff.) A cap made of leather. |
Tool | iron pickaxe 'Belychak' (dig speed 38 turns) iron pickaxe 'Belychak' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature / +12% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Duvalathagrim' steel ring 'Duvalathagrim'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Changes stats: +6 Dex / +5 Cun / +2 Con Spell save: +12 (+6 eff.) Confusion immunity: +5% Stun/Freeze immunity: +34% Knockback immunity: +10% Life regen: +1.20 Maximum stamina: +10.00 Rings can have magical properties. |
On fingers | Eilinith EilinithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes damage: +3% physical Stun/Freeze immunity: +21% Life regen: +1.10 Stamina each turn: +0.40 Infravision radius: +1 Rings can have magical properties. |
Around waist | Charqueen CharqueenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% fire Changes damage: +12% fire Maximum life: +36.00 A belt that goes around your waist. |
In main hand | yew magestaff of illumination (120% power, 4 apr, fire element) yew magestaff of illumination (120% power, 4 apr, fire element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 65.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | 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: +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. |
Cloak | Tempestguile (1 def, 0 armour) Tempestguile (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% cold Changes damage: +3% lightning Pinning immunity: +5% Stun/Freeze immunity: +10% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Flashobeisance FlashobeisanceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 fire Changes stats: +3 Con Changes resistances: +14% cold / +21% fire Changes damage: +6% arcane Physical save: +7 (+6 eff.) Life regen: +2.20 Maximum life: +44.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the warrior (383% speed; 5 turns)movement infusion of the warrior (383% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 383% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Confusion immunity: +24% Amulets can have magical properties. |
Xereldathra the Arctouch Xereldathra the ArctouchPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +12% blight Changes damage: +12% blight Critical mult.: +5.00% Maximum psi: +20.00 Rings can have magical properties. |
warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
steel ring 'Glorilelaith' steel ring 'Glorilelaith'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Dex / +3 Mag / +6 Cun Changes resistances: +10% mind Changes damage: +10% mind Spellpower: +6 (+2 eff.) Infravision radius: +1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
magelord's yew magestaff of fate (120% power, 4 apr, fire element) magelord's yew magestaff of fate (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 21 arcane Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+6 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Maximum mana: +26.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel greatmaul of amnesia (128% power, 2 apr)plaguebringer's steel greatmaul of amnesia (128% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 12% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +10 blight When wielded/worn: Disease immunity: +17% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger (115% power, 7 apr)acidic dwarven-steel dagger (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, short and deadly. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Dimstreak' (85% power, 18 apr, nature damage)vined mindstar 'Dimstreak' (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes resistances: +6% acid / +6% cold Spell save: +6 (+3 eff.) Mindpower: +9 (+5 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Issokath' (16/16, 121% power, 7 apr)quiver of ash arrows 'Issokath' (16/16, 121% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 20 arcane resource burn * Slows global speed by 40% On weapon crit: * wounds the target Damage (Ranged): +9 bleed Burst (radius 1) on hit: +8 mind Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. blazing pouch of dwarven-steel shots (24/24, 137% power, 3 apr)blazing pouch of dwarven-steel shots (24/24, 137% power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 24 Damage (Ranged): +12 fire Burst (radius 2) on crit: +10 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Belilaith the steel shield (6 def, 2 armour, 42 block)Belilaith the steel shield (6 def, 2 armour, 42 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+7 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances penetration: +15% arcane Talent granted: +2 Block Mana when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Isuda the cashmere robe (4 def, 2 armour) Isuda the cashmere robe (4 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Changes stats: +1 Cun / +2 Str Changes resistances: +15% acid Changes damage: +10% acid Physical save: +17 (+11 eff.) Mental save: +18 (+9 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Emywe' (5 def, 11 armour)dwarven-steel plate armour 'Emywe' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 12 acid Changes resistances penetration: +5% acid Changes damage: +3% mind / +9% acid Maximum life: +22.00 A suit of armour made of metal plates. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +21 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. UlfakorUlfakor Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances penetration: +10% acid / +5% mind Changes damage: +6% mind Physical save: +9 (+7 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. thick cashmere cloak of protection (2 def, 5 armour)thick cashmere cloak of protection (2 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Changes resistances: +11% cold Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Corruptionserpent (0 def, 9 armour)Corruptionserpent (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 4 lightning Changes resistances: +6% nature Changes resistances penetration: +15% nature Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Uroregodil the Dimsquall (0 def, 3 armour)Uroregodil the Dimsquall (0 def, 3 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes damage: +6% darkness Physical save: +6 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves 'Eclipsemaster' (0 def, 2 armour)hardened leather gloves 'Eclipsemaster' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 fire Changes resistances: +7% fire Changes damage: +5% fire Critical mult.: +10.00% Mental save: +25 (+12 eff.) Heals friendly targets nearby when you use a nature summon: +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour) hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +2 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Radiancebliss' (2 def, 0 armour)cashmere wizard hat 'Radiancebliss' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% nature / +6% light Changes damage: +9% mind / +9% light / +16% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Rainwreck (0 def, 3 armour)Rainwreck (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +5% mind Changes damage: +6% nature A cap made of leather. |
This item will automatically be transmogrified when you leave the level. bladed hardened leather cap of might (0 def, 3 armour)bladed hardened leather cap of might (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+4 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +6 Str / +3 Con It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 15.8 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel helm of strength (+5) (0 def, 6 armour)miner's dwarven-steel helm of strength (+5) (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +5 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runulin the brass lantern Runulin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3% mind Critical mult.: +10.00% Maximum life: +40.00 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. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire 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 31.46 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
This item will automatically be transmogrified when you leave the level. Liseta the ash wand of firewall [power 169] (9 cooldown)Liseta the ash wand of firewall [power 169] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Armour penetration: +1 Stamina each turn: +0.60 It can be used to creates a wall of flames lasting 4 turns (dealing 257 fire damage overall), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Insane win the Shalore Archmage level 17
53rd Haze 122nd year of Ascendancy at 21:15 see stats
By Insane win the Shalore Archmage level 17
53rd Haze 122nd year of Ascendancy at 21:15 see stats
By Insane win the Shalore Archmage level 10
8th Dusk 122nd year of Ascendancy at 08:13 see stats
By Insane win the Shalore Archmage level 20
1st Allure 123rd year of Ascendancy at 22:52 see stats
By Insane win the Shalore Archmage level 4
74th Pyre 122nd year of Ascendancy at 23:19 see stats
By Insane win the Shalore Archmage level 14
31st Dusk 122nd year of Ascendancy at 18:00 see stats
By Insane win the Shalore Archmage level 15
48th Dusk 122nd year of Ascendancy at 19:54 see stats
By Insane win the Shalore Archmage level 8
5th Dusk 122nd year of Ascendancy at 00:25 see stats
By Insane win the Shalore Archmage level 17
55th Dusk 122nd year of Ascendancy at 06:26 see stats
Log
Insane win's Fireflash killed Ivytira the yellow ooze!
Resting starts...
Talent Fireflash is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 55 turns (stop reason: all resources and life at maximum).
Insane win picks up (v.): Corruptionserpent (0 def, 9 armour).
Insane win picks up (A.): Rainwreck (0 def, 3 armour).
Insane win casts Arcane Eye.
Silathra the storm drake hatchling casts Disperse Magic.
Insane win deactivates Shielding.
Insane win deactivates Arcane Shield.
Insane win deactivates Burning Wake.
Something hits Storm drake hatchling for 0 lightning damage.
Something hits Insane win for 177 lightning damage.
Insane win casts Fireflash.
Insane win's spell attains critical power!
Insane win looks a little pale around the edges.
Insane win performs a melee critical strike against Silathra the storm drake hatchling!
Silathra the storm drake hatchling hits Insane win for 5 lightning, 17 nature, 12 acid (34 total damage).
Insane win hits Silathra the storm drake hatchling for 34 physical, (34 total damage).
Silathra the storm drake hatchling uses Bleeding Edge.
Saving game...