










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Necromancer |
| Level / Exp | 20 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Arinne the minotaur at level 16 on the 30th Dusk 122nd year of Ascendancy at 10:59 0 / 6Killed by giant digestive sack (opened) at level 17 on the 32nd Dusk 122nd year of Ascendancy at 11:53 Killed by ritch flamespitter at level 19 on the 40th Dusk 122nd year of Ascendancy at 05:49 Killed by Ivorath the zombie bunny at level 20 on the 41st Dusk 122nd year of Ascendancy at 11:47 Killed by zombie bunny at level 20 on the 41st Dusk 122nd year of Ascendancy at 12:55 Killed by Xeralaith the mad druid at level 20 on the 41st Dusk 122nd year of Ascendancy at 14:46 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 41 (base 35) |
| Magic | 60 (base 48) |
| Willpower | 41 (base 15) |
| Cunning | 17 (base 11) |
Resources
| Life | -149/466 |
| Mana | 248/288 |
| Soul | 10/10 |
| Healing Factor | 1.3203791469194 |
| Regeneration | 0.33009478672986 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 17 |
| Crit Chance | 17% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +39% |
| Darkness | +45% |
| Fire | +10% |
| Nature | +11% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 21.671518629221 (30%) |
| Defense | 32 |
| Ranged Defense | 37 |
| Fatigue | 1 |
| Physical Save | 28 |
| Spell Save | 45 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 27%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 59%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 15% |
| Bleed Resistance | 25% |
| Knockback Resistance | 63% |
| Pinning Resistance | 60% |
| Disarm Resistance | 43% |
| Poison Resistance | 25% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 228 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 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 1030% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.45 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Premonition |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| beneficial effect | Reduces blight damage received by 18%. Premonition Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 13, resist all by 14%, and reducing the duration of detrimental timed effects by 11%. Out of Phase |
| beneficial effect | Darkness damage increased by 15%. Born into Magic |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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 honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | dreamer's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Chargehacker'Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% temporal / +7% cold / +3% mind / +7% light Changes resistances penetration: +5% lightning Changes damage: +8% darkness Damage affinity(heal): +5% darkness Mental save: +30 (+10 eff.) Blindness immunity: +15% Cut immunity: +5% Knockback immunity: +15% Spellpower: +7 (+2 eff.) Light radius: +5 Infravision radius: +2 Defense after a teleport: +13 Resist all after a teleport: +14% New effects duration reduction after a teleport: +11% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 208.33 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xerobretira (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +3 (+1 eff.) Mana each turn: +0.08 Maximum mana: +80.00 Damage Shield penetration: +30% 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 (+3 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 8 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 | steel ring 'Barefang'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +6 Changes stats: +6 Cun / +5 Dex Changes resistances: +7% nature / +8% blight Blindness immunity: +5% Poison immunity: +15% Disease immunity: +12% Cut immunity: +10% Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +27% Maximum life: +23.00 Rings can have magical properties. |
| On fingers | steel ring 'Arawen'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +22% darkness / +6% temporal Changes damage: +11% darkness Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +21% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +20.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
| Around waist | rough leather belt 'Gloldara'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +5 Wil Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Healing mod.: +10% A belt that goes around your waist. |
| In main hand | Skycut the dragonbone vilestaff (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +10.0% Defense: +12 (+6 eff.) Effects on melee hit: * 11% chance to blind Changes resistances penetration: +5% blight Changes damage: +39% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 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 65.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 104.86 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Mayudhekira the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +16% nature / +18% acid Changes damage: +11% nature / +12% acid Critical mult.: +5.00% Spell save: +19 (+6 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Aeryra' (4 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Wil Physical save: +12 (+6 eff.) Mental save: +6 (+2 eff.) Poison immunity: +10% Cut immunity: +10% Silence immunity: +15% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ChargequakeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +6 Con Changes resistances: +12% lightning Talent mastery: +0.15 Spell / Advanced necrotic minions Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 164)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 264 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
LelugornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+3 eff.) Armour penetration: +4 Physical crit. chance: +1.0% Changes stats: +3 Dex Life regen: +0.40 Stamina each turn: +0.20 Maximum stamina: +20.00 See invisible: +3 Amulets can have magical properties. |
Falarin the SparkzealCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Str / +2 Mag / +2 Con Grants telepathy: Dragon Demon/Major Demon/Minor Spell save: +12 (+4 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.42 cold and 13.42 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Mental save: +6 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
potent yew starstaff of power (24-28.8 power, 4 apr, physical 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: 24.0 - 28.8 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: Changes damage: +24% physical Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +3% 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. |
Elata the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Defense: +7 (+4 eff.) Changes stats: +5 Str Changes resistances penetration: +10% physical Physical save: +5 (+3 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendourvice (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% blight / +3% darkness / +9% nature / +6% lightning Spell save: +9 (+3 eff.) Light radius: +1 Infravision radius: +2 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Yarotofang the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% acid / +6% darkness / +6% lightning Spell save: +3 (+1 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Dairutotir' (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances penetration: +15% blight Physical save: +10 (+5 eff.) Spell save: +38 (+13 eff.) Mental save: +8 (+2 eff.) Mana each turn: +0.16 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
rough leather gloves 'Dayire' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to blind Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes resistances penetration: +5% light Changes damage: +3% fire Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Earogas the Ebonybreaker (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +15% darkness Changes resistances penetration: +15% darkness / +15% fire Changes damage: +6% darkness / +6% fire Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather armour 'Marduregorion' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +17% cold Physical save: +3 (+2 eff.) Stun/Freeze immunity: +25% Knockback immunity: +5% A suit of armour made of leather. |
7 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. |
120 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. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
RaguyandurPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Mag Changes resistances: +6% fire Changes resistances penetration: +5% arcane Spell save: +3 (+1 eff.) Mana each turn: +0.08 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Light radius: +2 Damage Shield penetration: +30% 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. |
StrikezephyrCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% light / +9% lightning Changes damage: +15% lightning Light radius: +8 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. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +7 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 157.13 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
3 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. |
8 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. |
4 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. |
7 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
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By Kalista the Higher Necromancer level 20
41st Dusk 122nd year of Ascendancy at 11:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kalista the Higher Necromancer level 10
1st Summertide 122nd year of Ascendancy at 00:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kalista the Higher Necromancer level 20
40th Dusk 122nd year of Ascendancy at 17:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kalista the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 14:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kalista the Higher Necromancer level 8
5th Mirth 122nd year of Ascendancy at 02:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kalista the Higher Necromancer level 15
18th Dusk 122nd year of Ascendancy at 05:50 see stats
Log
Nerydassra the zombie bunny shrugs off the effect 'Poison'!
Nerydassra the zombie bunny hits Something for 10 physical damage.
Something hits Nerydassra the zombie bunny for 13 nature damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 210 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 189 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Gloriwe of the Bunnypocalypse for 180 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Kalista hits Xeralaith the mad druid for 155 darkness damage.
Kalista hits Zombie bunny for 254 darkness damage.
Rotting Disease from Ghast hits Zombie bunny for 17 blight damage.
Nerydassra the zombie bunny stops burning.
Ivorath the zombie bunny recovers sight.
Skeleton archer's Shoot hits Zombie bunny for 58 physical damage.
Gloriwe of the Bunnypocalypse activates Agile Gunner.
Zombie bunny hits Kalista for 41 physical damage.
Zombie bunny hits Kalista for 46 physical damage.
Zombie bunny hits Something for 49 physical damage.
Mad druid's Slime Spit hits Kalista for 112 nature damage.
Salynne of the Bunnypocalypse hits Kalista for 8 physical damage.
Xeralaith the mad druid casts Lightning.
Xeralaith the mad druid's spell attains critical power!
Saving game...





























































































