
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! 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.
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Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Whitehoof |
Class | Adventurer |
Level / Exp | 35 / 77% |
Size | medium |
Lifes / Deaths | Killed by thief at level 4 on the 76th Pyre 122nd year of Ascendancy at 23:30 / 30Killed by Sleeping Veleriamira at level 8 on the 1st Mirth 122nd year of Ascendancy at 00:33 Killed by Sleeping Veleriamira at level 8 on the 1st Mirth 122nd year of Ascendancy at 00:50 Killed by Dozing Xerewyn at level 8 on the 1st Mirth 122nd year of Ascendancy at 01:39 Killed by Sleeping Veleriamira at level 8 on the 1st Mirth 122nd year of Ascendancy at 02:54 Killed by Sleeping Veleriamira at level 8 on the 1st Mirth 122nd year of Ascendancy at 03:28 Killed by gwelgoroth at level 10 on the 4th Mirth 122nd year of Ascendancy at 17:31 Killed by Emoyarille the maulotaur at level 14 on the 1st Summertide 122nd year of Ascendancy at 15:48 Killed by Ce'Nonn the whitehoof ghoul at level 14 on the 1st Summertide 122nd year of Ascendancy at 16:34 Killed by Ce'Nonn the whitehoof ghoul at level 14 on the 1st Summertide 122nd year of Ascendancy at 16:43 Killed by Aerynne the minotaur at level 14 on the 2nd Summertide 122nd year of Ascendancy at 01:24 Killed by Aerynne the minotaur at level 14 on the 2nd Summertide 122nd year of Ascendancy at 02:25 Killed by Isissra the golem at level 14 on the 2nd Summertide 122nd year of Ascendancy at 10:28 Killed by Isissra the golem at level 14 on the 2nd Summertide 122nd year of Ascendancy at 10:37 Killed by Cyradath the whitehoof ghoul at level 14 on the 2nd Summertide 122nd year of Ascendancy at 16:40 Killed by golem at level 14 on the 3rd Summertide 122nd year of Ascendancy at 00:06 Killed by golem at level 14 on the 3rd Summertide 122nd year of Ascendancy at 00:57 Killed by Zubedata the broken golem at level 15 on the 3rd Summertide 122nd year of Ascendancy at 06:04 Killed by The Glass Golem at level 15 on the 3rd Summertide 122nd year of Ascendancy at 10:23 Killed by The Glass Golem at level 15 on the 3rd Summertide 122nd year of Ascendancy at 12:56 Killed by The Glass Golem at level 15 on the 3rd Summertide 122nd year of Ascendancy at 14:54 Killed by The Glass Golem at level 15 on the 3rd Summertide 122nd year of Ascendancy at 16:05 Killed by skeleton master archer at level 20 on the 2nd Dusk 122nd year of Ascendancy at 09:26 Killed by armoured skeleton warrior at level 20 on the 2nd Dusk 122nd year of Ascendancy at 09:54 Killed by armoured skeleton warrior at level 20 on the 2nd Dusk 122nd year of Ascendancy at 10:11 Killed by Layelrareth the bloated horror at level 26 on the 10th Dusk 122nd year of Ascendancy at 04:30 Killed by Mirror Challenge of Halo Infinite at level 30 on the 19th Dusk 122nd year of Ascendancy at 14:46 Killed by orc berserker at level 31 on the 21st Dusk 122nd year of Ascendancy at 09:27 Killed by Lisaldamira the storm drake hatchling at level 32 on the 24th Dusk 122nd year of Ascendancy at 14:45 Killed by armoured skeleton warrior at level 35 on the 29th Dusk 122nd year of Ascendancy at 07:08 |
Primary Stats
Strength | 36 (base 18) |
Dexterity | 21 (base 12) |
Constitution | 41 (base 39) |
Magic | 105 (base 57) |
Willpower | 37 (base 12) |
Cunning | 64 (base 39) |
Resources
Mana | 379/379 |
Life | 1008/1008 |
Steam | 100/100 |
Paradox | 300 |
Soul | 11/14 |
Healing Factor | 1.2281403954778 |
Regeneration | 0.30703509886944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 8 |
See Stealth | 48 |
See Invisible | 42 |
Offense: Mainhand
Damage | 103 |
Accuracy | 29 |
Crit Chance | 20% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 91 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Cold | +65% |
Lightning | +55% |
Light | +8% |
Darkness | +10% |
Blight | +18% |
Arcane | +80% |
Fire | +55% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +40% |
Mind | +10% |
All | 0% |
Lightning | +25% |
Temporal | +13% |
Cold | +25% |
Fire | +25% |
Darkness | +13% |
Defense: Base
Armour (hardiness) | 66.34257575794 (45%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 6 |
Physical Save | 37 |
Spell Save | 43 |
Mental Save | 48 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 42%( 70%) |
All | + 26%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 33%( 70%) |
Fire | + 35%( 70%) |
Darkness | + 69%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 46% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Stoning Resistance | 0% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Silence Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Grave | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Glacial waste | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master necromancer | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Temporal Hounds |
talent | Defensive Posture |
talent | Grim Shadow |
talent | Aura of Undeath |
talent | Hiemal Shield |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 10): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 11): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): Exterminator | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 21): Headhunter0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 22): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 326 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (326)Turns left: 131 You completed the challenge and received: Random Artifact: Stormradiance (0 def, 6 armour, 86.5 block) | done |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (209)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 31): Mirror MatchYou completed the challenge and received: Random Artifact: Xalaith (0 def, 3 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 32): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 36): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Elyra (13 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 37): ExterminatorYou completed the challenge and received: Random Artifact: Glowpulverizer (0 def, 10 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 5): Mirror MatchYou completed the challenge and received: Random Artifact: Aeritha (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Chargeusher (100% power, 2 apr, cold element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: Random Artifact: Silanne (65% power, 0 apr) | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +3 Wil Changes resistances: +16% darkness / +16% temporal Changes resistances penetration: +13% temporal / +13% darkness / +10% arcane Mental save: +6 (+2 eff.) Maximum vim: +40.00 Spellpower: +15 (+3 eff.) Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Changes resistances: +9% darkness Changes resistances penetration: +10% blight Changes damage: +8% light Damage affinity(heal): +5% light Mental save: +11 (+4 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Mental crit. chance: +7% Light radius: +6 See stealth: +16 See invisible: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 293.35 light damage. At talent level 3 you gain 51% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +6 Wil / +3 Cun Changes resistances: +10% acid / +10% physical / +11% cold / +12% fire / +8% lightning Changes resistances penetration: +10% mind Physical save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Maximum hate: +4.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
Tool | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Mag / +10 Wil / +3 Cun Damage against: +26% Summoned Reduced damage from: +15% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +3 Changes resistances: +6% blight Changes resistances penetration: +5% arcane Talent granted: +4 Toxic Cannister Launcher Critical mult.: +10.00% Physical save: +5 (+2 eff.) Mental save: +10 (+4 eff.) Silence immunity: +20% Disarm immunity: +46% Teleport immunity: +20% Only die when reaching: -40.00 life Spell crit. chance: +5% 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 | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Critical mult.: +20.00% Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 8 blight / 8 darkness Changes stats: +5 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% blight Changes damage: +18% blight Amulets make your neck look great! |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Zyhell (176% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +20 (+9 eff.) Changes stats: +8 Str / +3 Wil Changes resistances: +24% acid / +5% physical Changes damage: +13% physical Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Massive two-handed swords. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Damage (Melee): 23 fire Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +26.00% Mana each turn: +0.17 Spellpower: +24 (+4 eff.) Spell crit. chance: +4% See invisible: +9 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+6 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +3 Str / +2 Wil / +2 Con Changes resistances: +9% fire / +7% darkness / +6% nature Changes resistances penetration: +10% mind Changes damage: +9% mind Maximum life: +21.00 Maximum stamina: +23.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered 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: 3.5 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 442.29 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Halo Infinite the Whitehoof Adventurer level 18
5th Flare 122nd year of Ascendancy at 15:55 see stats
By Halo Infinite the Whitehoof Adventurer level 32
23rd Dusk 122nd year of Ascendancy at 06:56 see stats
By Halo Infinite the Whitehoof Adventurer level 33
25th Dusk 122nd year of Ascendancy at 16:06 see stats
By Halo Infinite the Whitehoof Adventurer level 20
9th Flare 122nd year of Ascendancy at 13:32 see stats
By Halo Infinite the Whitehoof Adventurer level 14
1st Summertide 122nd year of Ascendancy at 14:22 see stats
By Halo Infinite the Whitehoof Adventurer level 25
7th Dusk 122nd year of Ascendancy at 17:10 see stats
By Halo Infinite the Whitehoof Adventurer level 30
17th Dusk 122nd year of Ascendancy at 20:53 see stats
By Halo Infinite the Whitehoof Adventurer level 35
29th Dusk 122nd year of Ascendancy at 13:19 see stats
By Halo Infinite the Whitehoof Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 23:18 see stats
By Halo Infinite the Whitehoof Adventurer level 20
8th Flare 122nd year of Ascendancy at 02:43 see stats
By Halo Infinite the Whitehoof Adventurer level 30
17th Dusk 122nd year of Ascendancy at 02:53 see stats
By Halo Infinite the Whitehoof Adventurer level 31
20th Dusk 122nd year of Ascendancy at 09:40 see stats
By Halo Infinite the Whitehoof Adventurer level 34
28th Dusk 122nd year of Ascendancy at 23:42 see stats
By Halo Infinite the Whitehoof Adventurer level 17
3rd Flare 122nd year of Ascendancy at 21:34 see stats
By Halo Infinite the Whitehoof Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 09:16 see stats
By Halo Infinite the Whitehoof Adventurer level 19
7th Flare 122nd year of Ascendancy at 14:17 see stats
By Halo Infinite the Whitehoof Adventurer level 28
14th Dusk 122nd year of Ascendancy at 18:50 see stats
By Halo Infinite the Whitehoof Adventurer level 18
4th Flare 122nd year of Ascendancy at 01:41 see stats
By Halo Infinite the Whitehoof Adventurer level 14
1st Summertide 122nd year of Ascendancy at 14:24 see stats
Log
Halo Infinite misses Thief.
Ghast performs a diseased attack against thief.
Thief is afflicted by a rotting disease!
Ghast performs a melee critical strike against Thief!
Darkness pulsates around Halo Infinite!
Halo Infinite hits Thief for 48 fire damage.
Ghast hits Thief for 146 physical damage.
Ghast hits Thief for 87 physical damage.
Ghast killed Thief!
You pickup 0.50 gold pieces.
You pickup 0.80 gold pieces.
Your summoned ghast disappears.
Your summoned ghast disappears.
Your summoned ghast disappears.
Your summoned ghast disappears.
Talent Rune: Shielding is ready to use.
Talent Call of the Mausoleum is ready to use.
Talent Lifeless Rush is ready to use.
Your summoned ghoul disappears.
Resting starts...
Talent Hiemal Shield is ready to use.
Halo Infinite activates Hiemal Shield.
The shield around Lord of Skulls (mage) crumbles.
Rested for 153 turns (stop reason: all resources and life at maximum).