









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Archmage |
Level / Exp | 20 / 58% |
Size | medium |
Lifes / Deaths | Killed by Ivoriwen the rattlesnake at level 20 on the 44th Haze 122nd year of Ascendancy at 04:49 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 18 (base 10) |
Magic | 58 (base 48) |
Willpower | 42 (base 40) |
Cunning | 11 (base 11) |
Resources
Life | -274/464 |
Mana | 23/393 |
Healing Factor | 1.1711363549267 |
Regeneration | 2.6350567985851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
Offense: Mainhand
Damage | 26 |
Accuracy | 24 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Temporal | +3% |
Fire | +27% |
Physical | +6% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 27 |
Mental Save | 22 |
Defense: Resistances
Physical | + 8%( 70%) |
Cold | + 24%( 70%) |
All | + 7%( 70%) |
Darkness | + 27%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 10%( 70%) |
Lightning | + 10%( 70%) |
Fire | + 32%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
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 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 948% for 10 turns (47 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 69 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed green worm. * You've found the needed sandworm tooth. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Con offense ------ Ignore resists +10% acid defense ------ Armor +3 Defense +5 (+3 eff.) Resistance +3% fire Unlife -40.00 life other ------- Infravision +1 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +7 Fatigue +5% Resistance +3% nature Life +60.00 Healmod +10% Cut Resist +10% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) defense ------ Resistance +3% temporal +1% physical Unlife -20.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 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: 215 Base Damage: 110 Armor: 0 All Resist: 2 Puts all charms on 25 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +12% fire Accuracy +6 (+3 eff.) defense ------ Resistance +24% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex offense ------ Physical Power +10 (+5 eff.) Damage +6% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 18 defense ------ Resistance +3% lightning Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ When Hit 4 fire defense ------ Resistance +3% mind +3% cold +9% nature +6% darkness Mind save +6 (+3 eff.) Life +49.00 Pinning Resist +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning +15% fire defense ------ Armor +4 Defense +15 (+6 eff.) Unlife -80.00 life other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 104.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 5 temporal Damage +3% temporal Accuracy +11 (+5 eff.) defense ------ Armor +1 Resistance +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+5 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+1 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Ignore Armor +3 defense ------ Armor +4 Defense +16 (+7 eff.) Max Resistance +4% all Physical save +7 (+7 eff.) other ------- Psi when Hit +0.12 Max hate +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Con offense ------ Damage +12% blight Ignore resists +15% cold defense ------ Resistance +20% blight +3% cold +6% nature Spell save +12 (+6 eff.) Poison Resist +10% Disease Resist +14% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +1.00 Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 10 light Damage +10% light +6% physical Ignore resists +10% mind defense ------ Defense +20 (+8 eff.) Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% light +3% nature On-Hit (Melee): * 10% chance to slow global speed by 44% * 20 arcane resource burn defense ------ Resistance +12% temporal Spell save +9 (+5 eff.) Life +64.00 Life Regen +9.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +3% Critical power +15.00% Damage +6% mind +9% physical Ignore resists +5% mind defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +31.00 Disarm Resist +27% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Mindpower +8 (+4 eff.) Damage +6% all Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Damage Against +9% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On Hit: * 20% chance to reduce armor by 32% While equipped: defense ------ Armor +4 Resistance +7% acid +2% physical +12% darkness +9% lightning +10% fire +8% cold +4% all Spell save +8 (+4 eff.) Unlife -40.00 life Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% fire defense ------ Physical save +5 (+5 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Ignore resists +5% light +15% darkness When Hit 4 mind defense ------ Life +31.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +12% darkness +6% cold Ignore resists +15% darkness defense ------ Resistance +9% acid +6% fire +6% nature +6% cold Spell save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Con offense ------ Ignore Armor +2 When Hit 2 physical defense ------ Defense +10 (+5 eff.) Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +3% acid +6% nature When Hit 8 nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: defense ------ Defense +11 (+5 eff.) Resistance +11% light +11% fire Physical save +6 (+6 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil offense ------ Physical Crit +2.0% Critical power +10.00% Damage +3% mind Accuracy +10 (+5 eff.) defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +41.00 Life Regen +1.50 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Accuracy +5 (+2 eff.) defense ------ Armor +1 Defense +20 (+8 eff.) Resistance +6% lightning +5% temporal A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str offense ------ Ignore resists +5% physical defense ------ Armor +1 Defense +30 (+11 eff.) Fatigue +1% Resistance +3% mind +11% light +11% darkness other ------- Stamina/turn +1.00 A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +5 (+3 eff.) Resistance +11% nature +6% darkness Physical save +3 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 24.79 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +5 Con offense ------ Damage +6% fire Ignore resists +15% darkness defense ------ Resistance +9% darkness +3% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Keurl the Cornac Archmage level 19
7th Haze 122nd year of Ascendancy at 12:19 see stats
By Keurl the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 21:02 see stats
By Keurl the Cornac Archmage level 20
21st Haze 122nd year of Ascendancy at 01:44 see stats
By Keurl the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:19 see stats
By Keurl the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 12:30 see stats
By Keurl the Cornac Archmage level 17
36th Dusk 122nd year of Ascendancy at 15:02 see stats
Log
Ivoriwen the rattlesnake hits Keurl for (154 absorbed), 0 physical (0 total damage).
Melee retaliation hits Ivoriwen the rattlesnake for 8 cold, 4 fire (12 total damage).
Keurl casts Phase Door.
Select a target to teleport...
The spell fizzles!
Your shield crumbles under the damage!
The shield around Keurl crumbles.
Talent Lightning is ready to use.
Poison from Ivoriwen the rattlesnake hits Keurl for (1 absorbed), (13 ignored), 0 nature (0 total damage).
Keurl receives 40 healing from Temporal Restoration Field.
Ivoriwen the rattlesnake uses Harass Prey.
Keurl has been harassed.
Keurl's Vision is disrupted!
Keurl's Congeal Time is disrupted!
Ivoriwen the rattlesnake hits Keurl for 121 physical, 140 physical (260 total damage).
Melee retaliation hits Ivoriwen the rattlesnake for 3 cold, 2 fire, 3 cold, 2 fire (9 total damage).
Keurl casts Flame.
Ivoriwen the rattlesnake is on fire!
Keurl hits Ivoriwen the rattlesnake for 44 fire damage.
Burning from Keurl hits Ivoriwen the rattlesnake for 15 fire damage.
Keurl is no longer weakened.
Talent Blastwave is ready to use.
Keurl receives 40 healing from Temporal Restoration Field.
Poison from Ivoriwen the rattlesnake hits Keurl for 14 nature damage.
Keurl is no longer being stalked by Ivoriwen the rattlesnake.
Ivoriwen the rattlesnake hits Keurl for 281 physical damage.
Melee retaliation hits Ivoriwen the rattlesnake for 5 cold, 3 fire (8 total damage).
Keurl the level 20 cornac archmage was torn limb from limb to death by Ivoriwen the rattlesnake on level 1 of Old Forest.