










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Dreamelf 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 35 / 12% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 170 (base 60) |
Dexterity | 38 (base 14) |
Constitution | 41 (base 14) |
Magic | 76 (base 60) |
Willpower | 72 (base 60) |
Cunning | 61 (base 50) |
Resources
Mana | 264/264 |
Negative | 127/127 |
Life | 826/826 |
Psi | 152/152 |
Soul | 20/20 |
Healing Factor | 0.67037914691943 |
Regeneration | 0.16759478672986 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35.08737487222% |
Spell | +16.5813212009% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
Offense: Mainhand
Damage | 57 |
Accuracy | 59 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 68 |
Crit Chance | 18% |
Speed | 0.85777034408174 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +21% |
Darkness | +93% |
Blight | +30% |
Physical | +12% |
Cold | +91% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Darkness | +93% |
Cold | +73% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.063402816797 (90.416666666667%) |
Defense | 41 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 52 |
Mental Save | 59 |
Defense: Resistances
Lightning | + 26%( 70%) |
Nature | + 23%( 70%) |
Fire | + 40%( 70%) |
Darkness | + 70%( 70%) |
Physical | + 41%( 70%) |
Cold | + 67%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Teleport Resistance | 15% |
Stun Resistance | 100% |
Silence Resistance | 22% |
Confusion Resistance | 83% |
Fear Resistance | 60% |
Knockback Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
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 480 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Frost alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Dread | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic might | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Umbra | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Soul | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Desecration | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Reaping | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Night | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Soulforge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Uttercold |
talent | Lacerating Strikes |
talent | Hymn Nocturnalist |
talent | Disciple of Dusk |
talent | Rime |
talent | Spirit Feed |
talent | Frost Infusion |
talent | Frostdusk |
talent | Umbral Soul |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Necrotic Aura |
talent | Ice Core |
talent | Arcane Shield |
talent | Shielding |
talent | Beyond the Flesh |
beneficial effect | Prevents the target from dying until they fall below -285 life. Soul Fragment |
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 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 137. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. 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 honey tree root. * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within8 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
Psionic focus | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 Base power: 31.5 - 47.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +5 Str / +3 Mag / +5 Wil Changes damage: +6% light / +12% physical Spell save: +20 (+7 eff.) Teleport immunity: +15% Stamina when hit: +2.00 Spellpower: +13 (+3 eff.) Massive two-handed battleaxes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 64% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Slash (5% chance level 3). When this weapon hits: Dominate (10% chance level 3). It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 201.50 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 124, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 451.77 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 20 darkness / 8 nature Changes resistances: +18% darkness / +3% all Changes resistances penetration: +10% darkness Physical save: +6 (+2 eff.) A cap made of leather. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +2 Str Changes resistances: +3% darkness / +2% physical Changes damage: +3% darkness Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +23% Stamina each turn: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% darkness / +6% fire Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +22% darkness / +3% nature Changes damage: +11% darkness Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
In main hand | ![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 27% Wil, 10% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 320.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +8% fire / +8% cold Changes damage: +12% blight Mental save: +13 (+3 eff.) Spellpower: +12 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +204 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Deflect projectiles away: +16% Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 579.43 cold damage and condensing the air into freezing vapors that deal 193.14 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Wil / +7 Cun / +5 Con Changes resistances: +6% lightning / +25% fire Changes resistances penetration: +15% blight Changes damage: +18% blight / +3% lightning Mental save: +16 (+4 eff.) Maximum life: +71.00 A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 60% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 40% chance to blind * 24% chance to daze at end of turn Damage (Melee): +56 insidious poison / +4 light / +8 nature When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +5 Dex / +2 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +9% lightning / +15% nature One-handed war axes. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +14% mind / +14% darkness Changes resistances penetration: +10% physical Physical save: +16 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +37 (+9 eff.) Mana each turn: +0.19 Psi each turn: +0.12 Maximum stamina: +5.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +9 Wil / +5 Con Changes resistances: +9% blight / +13% cold Changes resistances penetration: +15% blight Allows you to breathe in: water Mental save: +9 (+2 eff.) Vim when firing critical spell: +2.00 Maximum mana: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +4 (+0 eff.) Armour: +8 Defense: +11 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +13% acid / +8% cold Allows you to breathe in: water Spell save: +6 (+2 eff.) Silence immunity: +10% A suit of armour made of mail. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +145 Damage (Melee): +13 lightning When wielded/worn: Armour: +10 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to daze at end of turn Changes stats: +3 Dex / +4 Con Changes resistances: +12% lightning / +18% fire / +5% arcane / +9% blight Talent granted: +3 Block Physical save: +8 (+3 eff.) Handheld deflection devices. |
![]() 0.00 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Winternight Witchblade the Cornac Adventurer level 26
20th Dusk 122nd year of Ascendancy at 08:53 see stats
By Winternight Witchblade the Cornac Adventurer level 7
2nd Mirth 122nd year of Ascendancy at 14:26 see stats
By Winternight Witchblade the Cornac Adventurer level 32
23rd Dusk 122nd year of Ascendancy at 08:52 see stats
By Winternight Witchblade the Cornac Adventurer level 26
20th Dusk 122nd year of Ascendancy at 07:21 see stats
By Winternight Witchblade the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 08:30 see stats
By Winternight Witchblade the Cornac Adventurer level 20
13rd Dusk 122nd year of Ascendancy at 01:17 see stats
By Winternight Witchblade the Cornac Adventurer level 30
22nd Dusk 122nd year of Ascendancy at 13:33 see stats
By Winternight Witchblade the Cornac Adventurer level 35
70th Dusk 122nd year of Ascendancy at 22:00 see stats
By Winternight Witchblade the Cornac Adventurer level 34
24th Dusk 122nd year of Ascendancy at 21:46 see stats
By Winternight Witchblade the Cornac Adventurer level 20
15th Dusk 122nd year of Ascendancy at 11:15 see stats
By Winternight Witchblade the Cornac Adventurer level 26
20th Dusk 122nd year of Ascendancy at 08:53 see stats
By Winternight Witchblade the Cornac Adventurer level 8
1st Summertide 122nd year of Ascendancy at 05:01 see stats
By Winternight Witchblade the Cornac Adventurer level 26
20th Dusk 122nd year of Ascendancy at 08:53 see stats
By Winternight Witchblade the Cornac Adventurer level 7
9th Mirth 122nd year of Ascendancy at 12:00 see stats
By Winternight Witchblade the Cornac Adventurer level 28
22nd Dusk 122nd year of Ascendancy at 07:50 see stats
By Winternight Witchblade the Cornac Adventurer level 17
11st Dusk 122nd year of Ascendancy at 06:08 see stats
Log
Automatic use of talent Soulforge skipped: cooldown too low (0).
Today is the 77th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:45.
Automatic use of talent Soulforge skipped: cooldown too low (0).
Automatic use of talent Soulforge skipped: cooldown too low (0).
Automatic use of talent Soulforge skipped: cooldown too low (0).
Automatic use of talent Soulforge skipped: cooldown too low (0).
Automatic use of talent Soulforge skipped: cooldown too low (0).
Winternight Witchblade deactivates Hymn Nocturnalist.
Winternight Witchblade deactivates Umbral Soul.
Winternight Witchblade deactivates Uttercold.
Winternight Witchblade deactivates Spirit Feed.
Winternight Witchblade deactivates Frost Infusion.
Winternight Witchblade deactivates Lacerating Strikes.
Winternight Witchblade deactivates Disciple of Dusk.
Winternight Witchblade deactivates Ice Core.
Winternight Witchblade deactivates Shielding.
Winternight Witchblade deactivates Augmentation.
Winternight Witchblade deactivates Frostdusk.
Winternight Witchblade deactivates Hymn of Shadows.
Winternight Witchblade deactivates Arcane Shield.
Winternight Witchblade deactivates Rime.
Winternight Witchblade deactivates Beyond the Flesh.
Winternight Witchblade deactivates Necrotic Aura.