











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Arcane Blade |
| Level / Exp | 15 / 81% |
| Size | big |
| Lifes / Deaths | Killed by Gowyn the devourer at level 12 on the 3rd Flare 122nd year of Ascendancy at 12:58 0 / 6Killed by Fingo at level 12 on the 3rd Flare 122nd year of Ascendancy at 13:20 Killed by Layatta the red ooze at level 14 on the 4th Flare 122nd year of Ascendancy at 19:07 Killed by Ivitha the white jelly at level 14 on the 5th Flare 122nd year of Ascendancy at 13:02 Killed by Gilewyn the alchemist golem at level 15 on the 46th Dusk 122nd year of Ascendancy at 22:59 Killed by Cyredhena the ghoulish rat at level 15 on the 47th Dusk 122nd year of Ascendancy at 01:57 |
Primary Stats
| Strength | 70 (base 41) |
| Dexterity | 59 (base 41) |
| Constitution | 49 (base 41) |
| Magic | 78 (base 41) |
| Willpower | 50 (base 41) |
| Cunning | 73 (base 41) |
Resources
| Life | -120/611 |
| Mana | 110/407 |
| Stamina | 181/242 |
| Healing Factor | 1.3832873839944 |
| Regeneration | 11.835986983014 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +3.0198066269804E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 76.54813578255 |
| See Invisible | 82.548135782552 |
Offense: Mainhand
| Damage | 159 |
| Accuracy | 55 |
| Crit Chance | 31% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 55 |
| Crit Chance | 35% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 28% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | +11% |
| All | 0% |
| Lightning | +10% |
| Light | +24% |
| Temporal | +10% |
| Darkness | +10% |
| Fire | +27% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +25% |
| Nature | +15% |
| Fire | +25% |
| Darkness | +20% |
| Arcane | +25% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.381474180285 (85.404685247777%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 16 |
| Physical Save | 38 |
| Spell Save | 50 |
| Mental Save | 43 |
Defense: Resistances
| Lightning | + 29%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 17%( 70%) |
| Arcane | + 26%( 70%) |
| Fire | + 51%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 328 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 3 light, 5 blight, 3 mind, 5 arcane |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1252% for 10 turns (41 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.20 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Stone | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Aegis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Effects
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 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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed snow giant kidney. * You've found the needed orc heart. | 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 |
Equipment
| On feet | Nerebrevea the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +1 Mag / +3 Cun / +3 Con Changes damage: +9% blight Physical save: +16 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Lowers spell cool-downs by: 10% Mindpower: +15 (+5 eff.) A pair of boots made of leather. |
| Light source | Tarralach the BlindlacePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 darkness Changes resistances: +7% darkness / +5% arcane Changes resistances penetration: +20% darkness / +25% acid Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 199.41 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dawnborn (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +15% light Changes resistances penetration: +25% fire Changes damage: +6% light Stamina when hit: +1.30 Equilibrium when hit: +1.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 72.28 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. |
| Tool | Brodyneg [power 242] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Spell save: +3 (+1 eff.) Blindness immunity: +20% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Heal for 43. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of lightning (+20%)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: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
| On fingers | gold ring 'Arulelaith'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +9 Str / +2 Dex / +5 Con Changes resistances: +26% fire Changes damage: +13% fire Rings make your fingers look great! |
| Around neck | Emelira the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances penetration: +25% arcane Changes damage: +10% light / +10% temporal / +10% darkness / +11% physical Talent masteries: +0.20 Spell / Aegis +0.20 Technique / Combat techniques Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 (+2 eff.) Spell crit. chance: +9% Amulets make your neck look great! |
| In main hand | voratun greatsword 'Dairukan' (64-103 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage (Melee): +4 mind When wielded/worn: Changes stats: +2 Dex / +3 Wil Changes resistances penetration: +20% mind Equilibrium when hit: +0.04 See invisible: +6 Massive two-handed swords. |
| Around waist | spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +5 Mag Critical mult.: +10.00% Mana each turn: +0.33 Maximum mana: +23.00 A belt that goes around your waist. |
| In off hand | Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
| Cloak | Glinttorrent (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +1 Str / +2 Dex / +5 Mag / +3 Cun Changes resistances: +6% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sepsiswrither (2 def, 13 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 nature / 2 fire Changes stats: +3 Cun / +5 Wil Changes resistances: +9% fire Changes resistances penetration: +15% nature Changes damage: +6% nature / +9% fire Mental save: +14 (+5 eff.) Life regen: +1.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 21; cd 17) 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: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune of the psychic (regen 1610% over 10 turns; mana 80; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1610% for 10 turns (53 total) and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. Press to compare to your current inscriptions |
BrighthuntCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +3% cold Changes damage: +3% fire Life regen: +1.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Cracklestinger (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +9% temporal Changes resistances penetration: +15% blight / +15% mind Changes damage: +15% darkness / +15% lightning Talent granted: +1 Command Staff Spell save: +9 (+3 eff.) Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +3% Defense after a teleport: +8 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.truestriking steel battleaxe (24-36 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick steel longsword of crippling (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +2 Dex Combat speed: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.radiant cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +2 Wil Changes resistances: +13% blight / +15% cold / +16% darkness Light radius: +1 A suit of armour made of leather. |
Sunbutcher (4 def, 10 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 fire Changes stats: +5 Wil Changes resistances: +11% acid / +19% darkness / +13% blight / +5% cold / +22% fire Changes resistances penetration: +10% fire Changes damage: +6% light / +12% fire Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 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. |
iron torque of mindblast 'Aromas' [power 115] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Str Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Mindpower: +20 (+6 eff.) Mental crit. chance: +3% Infravision radius: +2 It can be used to blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Rhoromihor the Gloompassion [power 100] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +15% darkness / +18% mind It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 111 Armor: 4 All Resist: 7 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Fingo the Ogre Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 04:37 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Fingo the Ogre Arcane Blade level 12
3rd Flare 122nd year of Ascendancy at 18:35 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Fingo the Ogre Arcane Blade level 15
6th Flare 122nd year of Ascendancy at 04:39 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Fingo the Ogre Arcane Blade level 8
9th Mirth 122nd year of Ascendancy at 03:00 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Fingo the Ogre Arcane Blade level 12
3rd Flare 122nd year of Ascendancy at 04:54 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Fingo the Ogre Arcane Blade level 14
6th Flare 122nd year of Ascendancy at 03:44 see stats
Log
Thunderstorm hits Cyredhena the ghoulish rat for (27 flat reduction), 10 lightning (11 total damage).
Melee retaliation hits Cyredhena the ghoulish rat for (2 flat reduction), 0 fire, (2 flat reduction), 0 nature, (4 flat reduction), 0 darkness (0 total damage).
Cyredhena the ghoulish rat hits Fingo for (256 to prism), 0 physical, 6 cold, 7 physical, 7 fire, (3 to prism), 0 lightning, 19 acid, 4 acid, 1 fire, 4 cold, (3 to prism), 0 lightning (51 total damage).
Fingo uses Flurry.
Vorina the ghoulish rat is not dazed anymore.
Fingo casts Lightning.
Fingo's spell attains critical power!
Fingo casts Curse of Death.
Vorina the ghoulish rat is cursed.
Fingo casts Lightning.
Fingo's spell attains critical power!
Vorina the ghoulish rat's is vulnerable to attacks and effects!
Vorina the ghoulish rat is dazed!
Fingo HEALS from light damage!
Melee retaliation hits Fingo for 6 lightning, 7 cold, 39 light, 3 healing, 6 lightning, 7 cold, 39 light, 3 healing, 6 lightning, 7 cold, 39 light, 3 healing, 6 lightning, 7 cold, 39 light, 3 healing, 6 lightning, 7 cold, 39 light, 3 healing, 6 lightning, 7 cold, 39 light, 3 healing (319 total damage) [19 healing].
Fingo hits Vorina the ghoulish rat for 70 physical, 0 mind, 8 lightning, 23 fire, 189 lightning, 19 physical, 8 lightning, 23 fire, 0 arcane, 60 physical, 1 mind, 8 lightning, 23 fire, 67 lightning, 20 physical, 9 lightning, 27 fire, 0 arcane, 95 physical, 0 mind, 9 lightning, 27 fire, 281 lightning, 27 physical, 9 lightning, 27 fire, 0 arcane (1041 total damage).
Fingo hits Cyredhena the ghoulish rat for (27 flat reduction), 41 lightning (41 total damage).
Vorina the ghoulish rat performs a diseased attack against Fingo.
Vorina the ghoulish rat is not dazed anymore.
Fingo shrugs off Vorina the ghoulish rat's 'Rotting Disease'!
Fingo HEALS from light damage!
Vorina the ghoulish rat hits Fingo for 48 physical, 40 light, 3 healing (88 total damage) [3 healing].
Melee retaliation hits Vorina the ghoulish rat for 3 fire, 2 nature, 5 darkness (12 total damage).
Cyredhena the ghoulish rat throws two quick punches.
Cyredhena the ghoulish rat performs a melee critical strike against Fingo!
Melee retaliation hits Cyredhena the ghoulish rat for (2 flat reduction), 0 fire, (2 flat reduction), 0 nature, (4 flat reduction), 0 darkness, (2 flat reduction), 0 fire, (2 flat reduction), 0 nature, (4 flat reduction), 0 darkness (0 total damage).
Cyredhena the ghoulish rat hits Fingo for 190 physical, 6 cold, 7 physical, 7 fire, 3 lightning, 19 acid, 4 acid, 1 fire, 4 cold, 3 lightning (249 total damage).
Fingo the level 15 ogre arcane blade was volted to death by Cyredhena the ghoulish rat on level 1 of Forsaken Crypt.
The furious lightning storm around Fingo calms down and disappears.










































































































