









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 22 / 74% |
| Size | big |
| Lifes / Deaths | Killed by Xanedavena the degenerated skeleton archer at level 11 on the 1st Summertide 122nd year of Ascendancy at 05:29 3 / 2Killed by Broan the thalore at level 22 on the 5th Haze 122nd year of Ascendancy at 08:42 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 15 (base 12) |
| Constitution | 18 (base 10) |
| Magic | 59 (base 51) |
| Willpower | 37 (base 36) |
| Cunning | 28 (base 19) |
Resources
| Life | 437/437 |
| Mana | 179/179 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 34 |
| Crit Chance | 20% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Blight | +34% |
| Arcane | +11% |
| Cold | +24% |
| All | +5% |
| Lightning | +64% |
| Physical | +8% |
| Darkness | +8% |
| Fire | +11% |
| Nature | +19% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +35% |
| Cold | +13% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 43 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 38 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 24%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 51%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Pinning Resistance | 73% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 61 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 809% for 10 turns (40 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Arcane Power |
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 |
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 grave | active |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by carrion worm mass. Escort: repented thief (level 1 of Dreadfell) | failed |
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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed vial of elder vampire blood. 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 warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Eluna' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Phasing +10% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 ---------- misc Mana/s.crit +1.00 Infravis +2 A pair of boots made of leather. |
| Light source | Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 30.55 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | Belynn the Willowidol (6 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +11% blight +3% physical +3% nature ----- def ----- Defense +6 (+2 eff.) Resists +11% blight Die.at -60.00 life ---------- misc Light +1 A pointy cloth hat, very wizardly... |
| Tool | Velolle the Blizzardtaint [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +3% cold ----- def ----- Resists +6% acid +3% fire +5% arcane +3% temporal Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Gutha0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature +10% lightning Res.pen +15% temporal Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Resists +20% lightning +6% temporal +22% nature Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Emelyldata the Fogspire0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +13 (+7 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +8 (+4 eff.) Dmg.mod +12% lightning +9% blight +5% all Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +24% lightning +6% blight Rings make your fingers look great! |
| Around waist | balancing rough leather belt of containment1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +5.0% Mind.crit +6% ----- def ----- Max.HP +50.00 ---------- misc Max.mana +32.00 Max.stam +25.00 Anom.red +11 Max.hate +10.00 Max.psi +21.00 Max.vim +21.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
| In main hand | yew starstaff 'Glacierseam' (28-34 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +31 (+9 eff.) S.pwr/crit +7 Melee+ 19 fire Dmg.mod +28% lightning +9% blight Res.pen +5% cold ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +10 Talents +1 Command Staff This staff offers 28% bonus to lightning damage. (included above) Conjure elemental energy in a radius 6 cone, dealing 33.51 to 40.21 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xakira (15 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +5 Str dps ---------- Res.pen +10% temporal Acc +6 (+3 eff.) ----- def ----- Armour +1 Defense +15 (+5 eff.) Phys.save +9 (+4 eff.) Mind.save +5 (+3 eff.) Disarm- +22% 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Galogagund the Shimmerwinter (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% darkness Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% cold +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Malegar the Gleamslicer0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +20 Lck +2 Cun dps ---------- Acc +18 (+7 eff.) Melee Ret 4 arcane 4 light ----- def ----- Defense +16 (+5 eff.) Resists +8% physical Unseen.red 25% ---------- misc Stam/turn +0.50 Light +3 Amulets make your neck look great! |
Inventory
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Eremakhad the Kilnschism0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +3% acid Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +24% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
savior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Lightningrupture the dwarven-steel dagger (28-36 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Dex +3 Mag dps ---------- Dmg.mod +12% cold Res.pen +10% lightning +20% cold ----- def ----- Resists +9% lightning ---------- misc Infravis +1 Sharp, short and deadly. |
Penitence (15-18 power, 4 apr, lightning element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+6 eff.) ---------- misc Talents +1 Command Staff This staff offers 30% resistance, 20% affinity to lightning damage. (included above) Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
short ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 15% bonus to cold damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 97.47 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Gemiwyn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% physical ----- def ----- Armour +2 Max.HP +31.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Anegorn the Flashgrind (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Dmg.mod +6% light ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getuzor (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue -2% Max.HP +80.00 HP.reg +4.00 Poison- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindmire the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue -6% Resists +2% physical +9% fire Phys.save +8 (+4 eff.) Silence- +20% Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +32 A pair of boots made of leather. |
pair of rough leather boots 'Zanirand' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +15% physical Acc +15 (+6 eff.) ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.69 to 149.06 lightning damage (99.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Poralaith (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% physical Apr +4 Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Resists +6% cold Die.at -20.00 life ---------- misc Max.stam +30.00 Breathe water A cap made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
272 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Duskpyre' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +18% darkness ----- def ----- Resists +3% blight ---------- misc Max.mana +20.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Cleanse 2 disease/wound/poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Grinarain the Kindlebloom [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Cleanse 2 disease/wound/poison. Increase 1 buffs' duration by 2. Natural totems are made by powerful wilders to store nature power. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By GOJIRA the Ogre Archmage level 19
66th Dusk 122nd year of Ascendancy at 03:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By GOJIRA the Ogre Archmage level 10
3rd Mirth 122nd year of Ascendancy at 01:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By GOJIRA the Ogre Archmage level 20
78th Dusk 122nd year of Ascendancy at 04:17 see stats
Orbituary (Insane (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By GOJIRA the Ogre Archmage level 3
74th Pyre 122nd year of Ascendancy at 20:12 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By GOJIRA the Ogre Archmage level 21
2nd Haze 122nd year of Ascendancy at 04:54 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By GOJIRA the Ogre Archmage level 11
1st Summertide 122nd year of Ascendancy at 05:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By GOJIRA the Ogre Archmage level 11
10th Mirth 122nd year of Ascendancy at 15:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By GOJIRA the Ogre Archmage level 15
2nd Flare 122nd year of Ascendancy at 11:20 see stats
Log
GOJIRA starts to surge mana.
You gain 2.00 gold from the transmogrification of barbed pouch of dwarven-steel shots of wind (21/22, 40-49 power, 3 apr).
You gain 8.20 gold from the transmogrification of windwalling stralite shield of the stars (0 def, 8 armour, 143 block).
You gain 9.38 gold from the transmogrification of nimble reinforced leather armour of Eyal (18 def, 7 armour).
You gain 5.38 gold from the transmogrification of cleansing stralite mail armour of the deep (4 def, 12 armour).
You gain 2.40 gold from the transmogrification of shimmering cashmere wizard hat of light (+19%) (2 def, 0 armour).
You gain 5.45 gold from the transmogrification of silk robe of life (0 def, 0 armour).
You gain 4.96 gold from the transmogrification of cashmere cloak of the hunter (2 def, 0 armour).
You gain 3.48 gold from the transmogrification of mighty hardened leather sling of lightning.
You gain 9.18 gold from the transmogrification of warbringer's stralite greatsword of torment (47-75 power, 3 apr).
You gain 12.25 gold from the transmogrification of enhanced stralite greatsword of amnesia (46-74 power, 3 apr).
You gain 2.40 gold from the transmogrification of chilling stralite battleaxe of massacre (54-80 power, 3 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; mental, physical; dur 3; cd 14).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ran for 3 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 6th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:31.
Ran for 2 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
GOJIRA stops surging mana.
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
The furious lightning storm around GOJIRA calms down and disappears.





























































































