









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | 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 Items Vault 1.5.0Donators/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. 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. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 31 / 48% |
Size | big |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 1st Dusk 122nd year of Ascendancy at 19:00 5 / 1 |
Primary Stats
Strength | 40 (base 14) |
Dexterity | 20 (base 14) |
Constitution | 50 (base 14) |
Magic | 88 (base 60) |
Willpower | 104 (base 60) |
Cunning | 51 (base 21) |
Resources
Mana | 812/812 |
Negative | 115/115 |
Psi | 81/184 |
Life | 734/734 |
Paradox | 300 |
Stamina | 365/365 |
Hate | 75/100 |
Healing Factor | 1.4306555598534 |
Regeneration | 3.5051061216409 |
Speed
Mental | +15.46199386531% |
Attack | 0% |
Movement | +110.25301664177% |
Spell | +37.11108650279% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 9 |
See Invisible | 18 |
Offense: Mainhand
Damage | 110 |
Accuracy | 25 |
Crit Chance | 34% |
APR | 6 |
Speed | 0.87 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 65% |
Speed | 0.72933562522652 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +13% |
Lightning | +14% |
Cold | +14% |
Darkness | +132% |
Blight | +8% |
Physical | +11% |
Mind | +11% |
All | +5% |
Offense: Damage Penetration
Lightning | +5% |
Temporal | +13% |
Blight | +5% |
Arcane | +20% |
Physical | +18% |
Darkness | +103% |
Defense: Base
Armour (hardiness) | 65.42942820439 (92.222222222222%) |
Defense | 35 |
Ranged Defense | 39 |
Fatigue | 17 |
Physical Save | 52 |
Spell Save | 64 |
Mental Save | 40 |
Defense: Resistances
Blight | + 32%( 74%) |
Arcane | + 5%( 74%) |
Cold | + 3%( 74%) |
All | 0%( 74%) |
Lightning | + 19%( 74%) |
Light | + 12%( 74%) |
Temporal | + 12%( 74%) |
Darkness | + 65%( 74%) |
Physical | + 21%( 74%) |
Fire | + 6%( 74%) |
Nature | + 16%( 74%) |
Defense: Immunities
Stun Resistance | 60% |
Confusion Resistance | 60% |
Fear Resistance | 60% |
Poison Resistance | 20% |
Blind Resistance | 26% |
Silence Resistance | 20% |
Teleport Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 235 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 544 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Shadow magic | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / One with shadows | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Shades | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cursed / Fears | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Gloom | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Hymn Nocturnalist |
talent | Shadow Combat |
talent | Shadow Feed |
talent | Arcane Shield |
talent | Frostdusk |
talent | Chant of Fortress |
talent | Gloom |
talent | Hymn of Shadows |
talent | Skate |
talent | Defensive Posture |
talent | Call Shadows |
talent | Shielding |
talent | Beyond the Flesh |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | 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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 257. | 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: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. Stire of Derth has completed an elixir of precision without your aid. 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 vial of wight ectoplasm. * You've found the needed length of troll intestine. * You've found the needed mummified bone. 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 skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 within2 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: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Changes stats: +4 Dex / +3 Wil / +3 Cun / +5 Con Changes resistances: +21% darkness Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +1 Str / +3 Mag / +8 Wil / +5 Cun Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +10 Wil / +3 Mag Spell save: +9 (+3 eff.) Mana each turn: +1.60 Mana when hit: +1.80 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +162.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to daze at end of turn * 10% chance to disease Damage when hit (Melee): 12 blight / 4 lightning Changes stats: +3 Mag / +2 Wil Changes resistances: +6% blight / +12% temporal / +16% darkness Changes resistances penetration: +8% physical / +13% darkness / +13% temporal Changes damage: +3% blight Mana each turn: +0.21 Maximum mana: +20.00 Spell crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% fire Changes resistances penetration: +25% darkness Talent granted: +4 Void Blast Spell save: +30 (+8 eff.) Silence immunity: +20% Teleport immunity: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 14, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +12 (+3 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +6% nature Changes resistances penetration: +10% physical Changes damage: +6% physical / +5% all Life regen: +0.20 Spellpower: +22 (+4 eff.) Mindpower: +14 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +9 Str / +4 Mag / +8 Wil / +7 Cun / +8 Con Changes resistances penetration: +20% arcane / +5% blight Blindness immunity: +26% Maximum mana: +40.00 Mindpower: +10 (+3 eff.) Infravision radius: +3 See stealth: +9 See invisible: +18 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes stats: +10 Mag Changes resistances cap: +4% all Physical save: +16 (+5 eff.) Spell save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature When wielded/worn: Physical crit. chance: +8.0% Changes stats: +6 Con Changes resistances: +3% cold / +5% arcane / +12% light Changes damage: +3% nature / +30% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Spell save: +6 (+2 eff.) Life regen: +2.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances penetration: +5% lightning / +20% darkness Changes damage: +6% darkness / +9% lightning Critical mult.: +5.00% Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Spellpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +9 Cun / +2 Dex Changes resistances: +10% darkness Changes resistances penetration: +7% darkness Changes damage: +6% darkness Stealth bonus: +7 Psi when hit: +0.08 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +13 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +19% lightning / +8% physical / +18% darkness / +26% blight Physical save: +16 (+5 eff.) Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +20.00 Light radius: +2 A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -516 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -800 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 13 turns. While Heroism is active, you will only die when reaching -1047 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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. |
![]() 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 549% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (73% of a turn) Is: a spell Description: Inflicts 594.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (73% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Willpower 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (73% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 131 with a minimum range of 15. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +12 Wil / +8 Con Changes resistances: +9% nature Changes resistances penetration: +20% nature Reduces incoming crit damage: 15.00% See invisible: +12 Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 34 power out of 50/50) : Effective talent level: 3.0 Power cost: 34 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 44 damage per turn. The damage will increase with your Mindpower. You do +36% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes resistances: +12% light / +9% temporal Stun/Freeze immunity: +44% Life regen: +4.00 Light radius: +2 Rings can have magical properties. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * 8% chance to corrode armour by 30% On weapon crit: * splashes the target with acid Damage (Melee): +8 blight / +12 acid Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Wil Changes resistances penetration: +9% acid Mental save: +12 (+4 eff.) Disease immunity: +20% Life regen: +2.00 Maximum psi: +20.00 Sharp, short and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Damage when hit (Melee): 12 blight Changes resistances: +5% arcane / +6% darkness Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +5% Life regen: +1.70 Equilibrium when hit: +1.90 Mana when firing critical spell: +3.00 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +5.00 Maximum life: +42.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +16% 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. |
![]() Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+6 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +2 Changes stats: +8 Dex / +3 Con Changes resistances penetration: +10% lightning Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Light radius: +3 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 167% On weapon hit: * 40% chance to daze at end of turn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +8% acid / +8% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 light Changes resistances: +9% light Maximum life: +42.00 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 172 power out of 290/400. 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. |
Achievements
By Darkmaster the Cornac Adventurer level 22
51st Haze 122nd year of Ascendancy at 03:44 see stats
By Darkmaster the Cornac Adventurer level 5
9th Mirth 122nd year of Ascendancy at 09:21 see stats
By Darkmaster the Cornac Adventurer level 25
63rd Haze 122nd year of Ascendancy at 21:22 see stats
By Darkmaster the Cornac Adventurer level 22
51st Haze 122nd year of Ascendancy at 03:29 see stats
By Darkmaster the Cornac Adventurer level 10
10th Dusk 122nd year of Ascendancy at 16:22 see stats
By Darkmaster the Cornac Adventurer level 20
46th Haze 122nd year of Ascendancy at 22:18 see stats
By Darkmaster the Cornac Adventurer level 30
78th Haze 122nd year of Ascendancy at 22:38 see stats
By Darkmaster the Cornac Adventurer level 19
74th Dusk 122nd year of Ascendancy at 01:25 see stats
By Darkmaster the Cornac Adventurer level 20
47th Haze 122nd year of Ascendancy at 05:33 see stats
By Darkmaster the Cornac Adventurer level 11
13rd Dusk 122nd year of Ascendancy at 00:09 see stats
By Darkmaster the Cornac Adventurer level 22
51st Haze 122nd year of Ascendancy at 03:44 see stats
By Darkmaster the Cornac Adventurer level 6
1st Flare 122nd year of Ascendancy at 20:54 see stats
By Darkmaster the Cornac Adventurer level 22
51st Haze 122nd year of Ascendancy at 03:44 see stats
By Darkmaster the Cornac Adventurer level 14
27th Dusk 122nd year of Ascendancy at 06:28 see stats
By Darkmaster the Cornac Adventurer level 25
64th Haze 122nd year of Ascendancy at 02:56 see stats
By Darkmaster the Cornac Adventurer level 28
75th Haze 122nd year of Ascendancy at 02:38 see stats
By Darkmaster the Cornac Adventurer level 13
21st Dusk 122nd year of Ascendancy at 20:26 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Darkmaster deactivates Arcane Shield.
Darkmaster deactivates Shadow Feed.
Darkmaster deactivates Defensive Posture.
Darkmaster deactivates Skate.
Darkmaster deactivates Beyond the Flesh.
Darkmaster deactivates Gloom.
Darkmaster deactivates Hymn of Shadows.
Darkmaster deactivates Frostdusk.
Darkmaster deactivates Hymn Nocturnalist.
Darkmaster deactivates Call Shadows.
Darkmaster deactivates Chant of Fortress.
Darkmaster deactivates Shadow Combat.
Darkmaster deactivates Shielding.