









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 22 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 1st Flare 122nd year of Ascendancy at 17:51 0 / 6Killed by Menwan at level 16 on the 11st Dusk 122nd year of Ascendancy at 22:06 Killed by Ce'Noramina the storm drake hatchling at level 21 on the 48th Haze 122nd year of Ascendancy at 16:40 Killed by elven corruptor at level 22 on the 50th Haze 122nd year of Ascendancy at 07:13 Killed by Protector Myssil at level 22 on the 50th Haze 122nd year of Ascendancy at 08:25 Killed by elven corruptor at level 22 on the 50th Haze 122nd year of Ascendancy at 09:53 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 59 (base 51) |
| Willpower | 61 (base 43) |
| Cunning | 22 (base 11) |
Resources
| Life | -31/266 |
| Mana | 135/376 |
| Paradox | 300 |
| Healing Factor | 1.1 |
| Regeneration | 0.27500000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 11 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Arcane | +12% |
| Mind | +5% |
| All | 0% |
| Lightning | +12% |
| Light | +19% |
| Physical | +5% |
| Fire | +25% |
| Cold | +7% |
Offense: Damage Penetration
| Light | +10% |
| Fire | +30% |
| Physical | +10% |
| Mind | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 31 |
| Mental Save | 37 |
Defense: Resistances
| Nature | + 3%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 36%( 70%) |
| Physical | + 12%( 70%) |
| Cold | -14%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 40% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 394.00 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Burning Wake |
| talent | Arcane Power |
| talent | Wildfire |
| talent | Arcane Shield |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The target is poisoned, taking 50.47 nature damage per turn. Poison |
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 |
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 temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Layytta the large brown snake. Escort: temporal explorer (level 3 of Scintillating Caves) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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: 45. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Dayresolve' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances: +6% light Changes resistances penetration: +10% light / +10% fire Changes damage: +9% light Light radius: +3 Infravision radius: +1 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (117 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% cold / +5% fire A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming OneInfused 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 247, based on Magic) for 10 turns, costing 20 power out of 11/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | Brenymakhad the ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Physical crit. chance: +6.0% Physical power: +7 (+3 eff.) Armour: +4 Changes resistances: +5% arcane / +6% fire Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +8.00% Mana each turn: +0.16 Maximum mana: +39.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+9 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+6 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.84 to 44.80 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | Balancepunish the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature Changes resistances penetration: +25% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fiery ChokerRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% ?? Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. This item has been sent to the Item's Vault. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 50 and cleanse 1 wound and 1 poison effect. 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. |
marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
blighted yew vilestaff (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 7% chance to disease Changes damage: +20% blight Talent granted: +1 Command Staff Vim when firing critical spell: +1.00 Maximum vim: +12.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Isuldathra' (10-12 power, 2 apr, fire element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 7% chance to blind Changes resistances: +3% acid Changes resistances penetration: +20% mind Changes damage: +10% fire Talent granted: +1 Command Staff Mental save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 115.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of wizardry (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes damage: +10% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +44.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Tempestcutter the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +8 Wil / +4 Mag Changes resistances penetration: +10% arcane / +15% blight Changes damage: +6% arcane / +3% blight Spell crit. chance: +4% A belt that goes around your waist. |
Glitterrazor (0 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Wil / +4 Mag Changes resistances: +6% lightning / +12% temporal / +13% darkness / +8% light / +8% blight / +8% fire / +12% mind / +6% cold Changes resistances penetration: +10% light Changes damage: +12% temporal Physical save: +14 (+8 eff.) Spell save: +28 (+12 eff.) Mental save: +12 (+5 eff.) Silence immunity: +32% Pinning immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+9 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% fire / +6% arcane / +6% cold Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 37.39 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 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. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Nolesin the Smolderlash [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +3% mind / +15% fire It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Menwan the Cornac Archmage level 22
50th Haze 122nd year of Ascendancy at 09:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Menwan the Cornac Archmage level 17
74th Dusk 122nd year of Ascendancy at 03:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Menwan the Cornac Archmage level 17
21st Haze 122nd year of Ascendancy at 15:47 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Menwan the Cornac Archmage level 15
4th Dusk 122nd year of Ascendancy at 12:16 see stats
Level 10
Got a character to level 10.By Menwan the Cornac Archmage level 10
1st Summertide 122nd year of Ascendancy at 12:18 see stats
Level 20
Got a character to level 20.By Menwan the Cornac Archmage level 20
39th Haze 122nd year of Ascendancy at 19:48 see stats
Matrix style!
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Menwan the Cornac Archmage level 5
74th Pyre 122nd year of Ascendancy at 15:52 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Menwan the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 14:30 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Menwan the Cornac Archmage level 17
14th Dusk 122nd year of Ascendancy at 22:41 see stats
The Arena
Unlocked Arena mode.By Menwan the Cornac Archmage level 12
4th Flare 122nd year of Ascendancy at 02:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Menwan the Cornac Archmage level 19
37th Haze 122nd year of Ascendancy at 18:58 see stats
Log
Giant spider slows down.
Menwan hits Giant spider for 16 fire, 13 cold, 14 lightning, 14 arcane (58 total damage).
Weakness Disease from Grand Corruptor hits Giant spider for 33 blight damage.
Grand Corruptor casts Virulent Disease.
Giant spider is afflicted by a decrepitude disease!
Giant spider hits Menwan for 12 nature damage.
Menwan stops bleeding.
Poison from Giant spider hits Menwan for 48 nature damage.
Elven corruptor hits Iceblock for 51 physical damage.
Grand Corruptor casts Bone Spear.
Giant spider starts to bleed.
Menwan deactivates Shielding.
Shielding has been disrupted by anti-magic forces!
Grand Corruptor hits Giant spider for 164 physical damage.
Menwan casts Lightning.
Elven corruptor is free from the ice.
Menwan hits Giant spider for 47 fire, 40 cold (87 total damage).
Menwan killed Giant spider!
Menwan's antimagic forces vanishes.
Talent Arcane Vortex is ready to use.
Poison from Giant spider hits Menwan for 48 nature damage.
Elven corruptor casts Blood Grasp.
Menwan casts Manathrust.
You are unable to move!
Menwan casts Phase Door.
Select a target to teleport...
Select a teleport location...
Saving game...

























































































