










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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Adventure |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 22 / 9% |
Size | medium |
Lifes / Deaths | Killed by Glorithra the gigantic corrosive tunneler at level 20 on the 33rd Dusk 122nd year of Ascendancy at 20:56 0 / 6Killed by Xeresemina the sand-drake at level 20 on the 34th Dusk 122nd year of Ascendancy at 00:29 Killed by Edilin at level 21 on the 34th Dusk 122nd year of Ascendancy at 21:46 Killed by Lieyaic the human at level 21 on the 66th Dusk 122nd year of Ascendancy at 14:39 Killed by skeleton warrior at level 21 on the 23rd Haze 122nd year of Ascendancy at 10:40 Killed by Vorowe the skeleton mage at level 22 on the 24th Haze 122nd year of Ascendancy at 02:37 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 17 (base 11) |
Magic | 55 (base 51) |
Willpower | 49 (base 41) |
Cunning | 23 (base 12) |
Resources
Life | -181/400 |
Mana | 169/442 |
Healing Factor | 1.112941519274 |
Regeneration | 0.2782353798185 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 5 |
Infravision | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 36 |
Accuracy | 7 |
Crit Chance | 5% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +15% |
Arcane | +30% |
Cold | +6% |
All | 0% |
Physical | +6% |
Lightning | +6% |
Light | +14% |
Temporal | +6% |
Mind | +9% |
Darkness | +27% |
Fire | +6% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +5% |
Arcane | +5% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 46 |
Mental Save | 40 |
Defense: Resistances
Blight | + 14%( 70%) |
Arcane | + 25%( 70%) |
Mind | + 17%( 70%) |
All | + 9%( 70%) |
Darkness | + 47%( 70%) |
Light | + 20%( 70%) |
Physical | + 10%( 70%) |
Cold | + 25%( 70%) |
Fire | + 14%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 20% |
Disarm Resistance | 31% |
Knockback Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 1153% for 10 turns (58 total) and instantly restoring 58 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: 12 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 106 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 Magic stat. |
Class Talents
Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.44 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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. | active |
You failed to protect the injured seer from death by Edilin. Escort: injured seer (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shax 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Defense +20 (+6 eff.) Resists +3% nature +6% fire Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +12 (+4 eff.) Heal.mod +5% Confus- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 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 34.86 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Apr +4 ----- def ----- Defense +20 (+6 eff.) Phys.save +21 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+2 eff.) Max.HP +45.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +5 (+1 eff.) Resists +6% mind Phys.save +6 (+2 eff.) Max.HP +60.00 Disarm- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% mind ----- def ----- Mind.save +3 (+1 eff.) Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% arcane +5% cold ----- def ----- Fatigue -5% Resists +18% cold ---------- misc Max.enc +24 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 6/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
On hands | ![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Res.pen +5% darkness +5% mind Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +3% mind +3% darkness ---------- misc Light +3 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun dps ---------- Spell.crit +10% Spell.pwr +27 (+7 eff.) Dmg.mod +15% blight +14% light +27% darkness ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +27% darkness +9% all Phys.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +1% physical Die.at -40.00 life ---------- misc Max.stam +10.00 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +12% light +12% darkness Mind.save +6 (+2 eff.) Blind- +38% ---------- misc Max.psi +20.00 Infravis +4 Sight +2 See.Invis +6 Masteries +0.14 Spell/Earth Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +11% mind +3% nature Cut- +20% Confus- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mind.crit +1% Mov.spd +10% Dmg.mod +15% lightning Res.pen +5% lightning ----- def ----- Fatigue -5% Resists +6% lightning HP.reg +2.00 ---------- misc Stam/turn +0.40 Equi/ret +0.08 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +6 (+6 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +18% arcane Res.pen +15% fire ----- def ----- Resists +6% acid ---------- misc Mana/turn +0.10 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- Crit.mult +5.00% Res.pen +25% cold ----- def ----- Armour +4 Defense +6 (+2 eff.) Phys.save +8 (+3 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +10% nature Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 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 T1 cloth armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Spell.crit +3% Spell.pwr +18 (+5 eff.) Apr +2 ----- def ----- Resists +7% all Spell.save +28 (+9 eff.) ---------- misc Mana/s.crit +1.00 Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Fatigue -5% Resists +3% acid Phys.save +6 (+2 eff.) Poison- +20% ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +5 Defense +5 (+1 eff.) Resists +9% blight +6% light HP.reg +2.00 Heal.mod +11% Disease- +20% A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% fire Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% acid +15% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% light ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +25.00% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+1 eff.) ---------- misc Max.mana +40.00 A cap made of leather. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +1.00 Max.mana +20.00 A suit of armour made of leather. |
![]() 0.0 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 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +5 Wil dps ---------- Phys.crit +7.0% Mind.crit +13% Mind.pwr +10 (+5 eff.) Dmg.mod +6% arcane +6% mind Res.pen +10% mind ----- def ----- Resists +8% darkness +10% fire Mind.save +15 (+5 eff.) Max.HP +32.00 ---------- misc Max.stam +26.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +2 Str +1 Dex +2 Mag dps ---------- Spell.crit +5% Crit.mult +10.00% Res.pen +10% blight ----- def ----- Armour +2 Resists +6% darkness ---------- misc Max.mana +27.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 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 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Silence- +20% Confus- +20% Teleport- +10% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% blight Die.at -20.00 life HP.reg +2.00 Heal.mod +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Edilin the Higher Archmage level 21
23rd Haze 122nd year of Ascendancy at 19:52 see stats
By Edilin the Higher Archmage level 10
1st Mirth 122nd year of Ascendancy at 06:06 see stats
By Edilin the Higher Archmage level 20
15th Dusk 122nd year of Ascendancy at 18:51 see stats
By Edilin the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:45 see stats
By Edilin the Higher Archmage level 17
11st Dusk 122nd year of Ascendancy at 23:04 see stats
By Edilin the Higher Archmage level 10
1st Mirth 122nd year of Ascendancy at 22:19 see stats
By Edilin the Higher Archmage level 16
5th Dusk 122nd year of Ascendancy at 20:06 see stats
Log
Melee retaliation hits Animated skull for 3 light damage.
Headless Horseman hits Edilin for 111 nature damage.
Osmosis Shield hits Betora the skeleton warrior for (39 turned into osmosis) damage.
The fabric of time around Edilin returns to normal.
Burning from Vorowe the skeleton mage hits Edilin for 19 fire damage.
Vorowe the skeleton mage casts Flame.
Vorowe the skeleton mage hits Edilin for 58 fire damage.
LIFE LOST WARNING!
Arcane Vortex from Edilin hits Animated skull for 34 arcane damage.
Arcane Vortex from Edilin hits Betora the skeleton warrior for (34 turned into osmosis), 34 arcane (34 total damage).
Betora the skeleton warrior receives 96 healing.
Edilin casts Phase Door.
Select a target to teleport...
Select a teleport location...
Headless Horseman casts Healing Light.
Headless Horseman receives 161 healing.
Betora the skeleton warrior shoves Animated skull aside.
Burning from Vorowe the skeleton mage hits Edilin for 29 fire damage.
Vorowe the skeleton mage shoves Animated skull aside.
The darkness within Betora the skeleton warrior subsides.
Arcane Vortex from Edilin hits Vorowe the skeleton mage for 34 arcane damage.
Arcane Vortex from Edilin hits Headless Horseman for 27 arcane damage.
Arcane Vortex from Edilin hits Betora the skeleton warrior for (34 turned into osmosis), 34 arcane (34 total damage).
Betora the skeleton warrior receives 79 healing.
Edilin is confused and fails to use Arcane Reconstruction.
Edilin is not stunned anymore.
Burning from Vorowe the skeleton mage hits Edilin for 29 fire damage.
Edilin the level 22 higher archmage was flamed to death by Vorowe the skeleton mage on level 2 of Hallowed Fields.