










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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 37 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinuledhessra the gigantic sandworm tunneler at level 17 on the 6th Haze 122nd year of Ascendancy at 22:54 5 / 2Killed by ziguranth wyrmic at level 25 on the 4th Pyre 123rd year of Ascendancy at 05:33 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 109 (base 60) |
| Willpower | 86 (base 60) |
| Cunning | 50 (base 33) |
Resources
| Life | 406/406 |
| Mana | 648/648 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 0.28980369324883 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +117.27325228179% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 21 |
| Crit Chance | 27% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 82 |
| Crit Chance | 33% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +29% |
| Lightning | +86% |
| Light | +31% |
| Temporal | +23% |
| Darkness | +35% |
| Arcane | +38% |
| Mind | +29% |
| All | +14% |
Offense: Damage Penetration
| Lightning | +105% |
| Mind | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 62 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 53 |
| Mental Save | 45 |
Defense: Resistances
| Physical | + 20%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 46%( 70%) |
| Cold | + 45%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 51%( 70%) |
| Fire | + 27%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 20% |
| Stun Resistance | 85% |
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
Inscriptions (4/4)
| 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 857 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns and blocking 97 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1110% for 10 turns (379 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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 974% 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 Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Hurricane |
| talent | Thunderstorm |
| talent | Essence of Speed |
| talent | Tempest |
| talent | Feather Wind |
| talent | Spellcraft |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Arcane Power |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by red jelly. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | 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.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 41. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vampire lord fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aerylaith (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +5% arcane Physical save: +15 (+7 eff.) Disarm immunity: +20% Stamina each turn: +0.90 Mana each turn: +0.20 Maximum mana: +100.00 Maximum stamina: +28.00 Spellpower: +15 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ErygasCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +1% physical Pinning immunity: +20% Only die when reaching: -60.00 life Light radius: +6 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 | Tarrerorach the Sparkjeer (2 def, 0 armour) =eq=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% lightning / +22% cold Changes resistances penetration: +15% lightning / +25% mind Changes damage: +30% lightning / +15% cold / +9% mind A pointy cloth hat, very wizardly... |
| Tool | steel torque of clear mind 'Ulygadin' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +6% mind Maximum mana: +80.00 Maximum vim: +50.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper quartz ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances: +34% light Changes damage: +11% light Spell save: +12 (+4 eff.) Silence immunity: +24% Stun/Freeze immunity: +30% Mana each turn: +0.13 Maximum mana: +40.00 Rings make your fingers look great! |
| On fingers | solipsist's gold ring of arcana (+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Silence immunity: +32% Mana each turn: +0.10 Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
| Around waist | Halasta the DuathelmightPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Mag Changes resistances: +5% arcane / +9% blight Changes damage: +15% arcane / +12% darkness Mana each turn: +0.36 Maximum mana: +35.00 A belt that goes around your waist. |
| In main hand | infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) =eq=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes stats: +3 Mag / +2 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +19.00% Maximum mana: +96.00 Spellpower: +31 (+6 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Isyseyawe' (0 def, 2 armour) =eq=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Changes stats: +4 Dex / +2 Wil Changes damage: +9% arcane / +9% temporal Mana each turn: +0.12 Maximum vim: +30.00 Spellpower: +15 (+3 eff.) 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 | Robe of the Archmage (10 def, 10 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% fire / +10% cold / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
| Cloak | Belyrima the Sparkream (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +15% lightning Changes resistances penetration: +15% lightning Changes damage: +6% light / +9% darkness Mental crit. chance: +7% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand =Con+10=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
Rune of the Rift (494.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 607.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
voratun amulet 'Glimmerbreak' =eq=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind / 4 light Changes resistances: +22% lightning / +6% temporal / +12% light Changes damage: +3% light / +12% mind Stun/Freeze immunity: +50% Light radius: +2 Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
rogue's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +17% acid / +13% fire / +13% lightning / +13% cold Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
bloodlich's elven-wood starstaff of the prodigy (25-30 power, 5 apr, darkness element) =Con+6=Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +19 Mag / +10 Wil / +15 Cun / +6 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +16.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +22.00 Maximum neg.energy: +24.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
stormwoven woollen robe of lightning (+26%) (0 def, 0 armour) =STR+5=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +26% lightning / +7% cold / +9% all Changes damage: +22% lightning / +9% physical / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 614, based on Magic) for 11 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
undeterred pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +26% Confusion immunity: +20% Stun/Freeze immunity: +22% Movement speed: +25% A pair of boots made of leather. |
stone warden's voratun gauntlets of the iron hand (0 def, 18 armour) =Con+11=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +18 Armour Hardiness: +9% Fatigue: +5% Changes stats: +3 Str / +3 Wil / +11 Con Changes resistances: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
eldritch cashmere wizard hat of knowledge (2 def, 0 armour) =eq=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Wil Mana each turn: +1.20 Mana when hit: +1.30 Maximum mana: +69.00 Spellpower: +7 (+1 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
grounding dwarven-steel helm of the depths (0 def, 4 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% lightning / +11% temporal / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Demonic Soul =misc=Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Plumpkin =misc= Plumpkin =misc=Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
crystalomancer's dwarven-steel pickaxe (dig speed 32 turns) =dig=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Mag Maximum mana: +22.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 159% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 Activation costs 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. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Eridal the Shalore Archmage level 35
3rd Flare 123rd year of Ascendancy at 20:36 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Eridal the Shalore Archmage level 37
17th Dusk 123rd year of Ascendancy at 23:30 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Eridal the Shalore Archmage level 34
1st Flare 123rd year of Ascendancy at 23:48 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Eridal the Shalore Archmage level 25
4th Pyre 123rd year of Ascendancy at 06:53 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Eridal the Shalore Archmage level 37
28th Dusk 123rd year of Ascendancy at 01:27 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Eridal the Shalore Archmage level 20
23rd Haze 122nd year of Ascendancy at 01:41 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Eridal the Shalore Archmage level 25
61st Regrowth 123rd year of Ascendancy at 03:38 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Eridal the Shalore Archmage level 14
55th Dusk 122nd year of Ascendancy at 09:18 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Eridal the Shalore Archmage level 36
7th Dusk 123rd year of Ascendancy at 00:02 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Eridal the Shalore Archmage level 36
6th Dusk 123rd year of Ascendancy at 14:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Eridal the Shalore Archmage level 19
14th Haze 122nd year of Ascendancy at 20:10 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Eridal the Shalore Archmage level 30
39th Pyre 123rd year of Ascendancy at 02:55 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Eridal the Shalore Archmage level 33
7th Mirth 123rd year of Ascendancy at 09:52 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Eridal the Shalore Archmage level 37
17th Dusk 123rd year of Ascendancy at 23:04 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Eridal the Shalore Archmage level 32
58th Pyre 123rd year of Ascendancy at 16:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Eridal the Shalore Archmage level 10
6th Mirth 122nd year of Ascendancy at 16:34 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Eridal the Shalore Archmage level 20
15th Haze 122nd year of Ascendancy at 21:34 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Eridal the Shalore Archmage level 30
38th Pyre 123rd year of Ascendancy at 00:34 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Eridal the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 23:08 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Eridal the Shalore Archmage level 22
57th Haze 122nd year of Ascendancy at 04:49 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Eridal the Shalore Archmage level 20
23rd Haze 122nd year of Ascendancy at 10:57 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Eridal the Shalore Archmage level 37
24th Dusk 123rd year of Ascendancy at 11:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Eridal the Shalore Archmage level 8
2nd Mirth 122nd year of Ascendancy at 17:13 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Eridal the Shalore Archmage level 37
17th Dusk 123rd year of Ascendancy at 23:30 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Eridal the Shalore Archmage level 24
59th Regrowth 123rd year of Ascendancy at 14:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Eridal the Shalore Archmage level 24
58th Regrowth 123rd year of Ascendancy at 18:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Eridal the Shalore Archmage level 16
78th Dusk 122nd year of Ascendancy at 15:25 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Eridal the Shalore Archmage level 34
1st Flare 123rd year of Ascendancy at 19:50 see stats
Log
Today is the 36th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
You notice an entrance to an underwater cave.
Today is the 37th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 38th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 39th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 40th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 41st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 42nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Ran for 2 turns (stop reason: hostile spotted to the northwest (Orcs patrol)).
Today is the 43rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 44th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
There is no way out of this level here.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.
Ran for 3 turns (stop reason: interesting character).
Accepted quest 'The many Prides of the Orcs'! (Press 'j' to see the quest log)
Aeryn points to the known locations on your map.
You have learned the talent Relentless Pursuit.
The furious lightning storm around Eridal calms down and disappears.

































































































