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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 20 / 11% |
Size | medium |
Lifes / Deaths | Killed by Aerariathra the giant green ant at level 20 on the 62nd Dusk 122nd year of Ascendancy at 12:41 3 / 2Killed by Minotaur of the Labyrinth at level 20 on the 62nd Dusk 122nd year of Ascendancy at 20:00 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 14 (base 10) |
Magic | 55 (base 48) |
Willpower | 46 (base 40) |
Cunning | 12 (base 11) |
Resources
Life | 162/347 |
Mana | 126/308 |
Vim | 216/216 |
Healing Factor | 1.0372895330003 |
Regeneration | 1.2966119162504 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -25% |
Spell | 0% |
Global | +133.39191548635% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Invisible | 10 |
Offense: Mainhand
Damage | 22 |
Accuracy | 11 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +10% |
Arcane | +3% |
Cold | +3% |
All | 0% |
Lightning | +12% |
Physical | +3% |
Fire | +23% |
Darkness | +10% |
Offense: Damage Penetration
Blight | +20% |
Physical | +15% |
Fire | +10% |
Defense: Base
Armour (hardiness) | -12 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 1 |
Physical Save | -1 |
Spell Save | 10 |
Mental Save | 1 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 40%( 70%) |
All | + 35%( 70%) |
Darkness | + 40%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 37%( 70%) |
Mind | + 42%( 70%) |
Fire | + 54%( 70%) |
Lightning | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 21% |
Pinning Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 143 damage for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 1320% for 10 turns (937 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% 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 |
| 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 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Power |
talent | Burning Wake |
talent | Shielding |
talent | Secrets of the Eternals |
beneficial effect | The mana surge engulfs the target, regenerating 6.60 mana per turn. Surging mana |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The time distortion has created a restoration field, healing the target for 27 each turn. Temporal Restoration Field |
beneficial effect | Increases global action speed by 33%. Speed |
detrimental effect | The target's armour and saves are broken, reducing them by 25. Sunder Armour |
beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
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 lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Curse of Death (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | miner's pair of rough leather boots of speed (0 def, 3 armour) miner's pair of rough leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +2 Movement speed: +25% A pair of boots made of leather. |
Light source | alchemist's lamp 'Huryradir' alchemist's lamp 'Huryradir'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +3 Wil Changes resistances: +7% temporal / +8% darkness / +8% blight / +7% fire / +7% cold Changes resistances penetration: +10% blight Critical mult.: +10.00% Maximum vim: +40.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +4 See invisible: +8 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +20% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 9 blight damage or heals 23 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Arurath (0 def, 1 armour) Arurath (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: +1% Changes stats: +1 Con Changes resistances penetration: +15% physical Physical save: +11 (+11 eff.) Only die when reaching: -40.00 life A cap made of leather. |
Tool | iron torque of gale force 'Floepiety' [power 100] (28/15 cooldown) iron torque of gale force 'Floepiety' [power 100] (28/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes damage: +3% cold Mindpower: +15 (+6 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 52 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Dagugas the Smolderdream Dagugas the SmolderdreamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +5% blight / +10% fire Stun/Freeze immunity: +20% Life regen: +1.00 Equilibrium when hit: +0.04 Rings make your fingers look great! |
On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
Around waist | Tarrubers the rough leather belt Tarrubers the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +5% arcane Physical save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Maximum life: +60.00 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 70.03 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (140). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | sand rough leather gloves of magic (+2) (0 def, 7 armour) sand rough leather gloves of magic (+2) (0 def, 7 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Mag Changes damage: +3% arcane / +3% physical 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 | woollen robe 'Layyriamira' (0 def, 2 armour) woollen robe 'Layyriamira' (0 def, 2 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +18% acid / +19% fire / +18% lightning / +9% all Changes resistances penetration: +5% blight Changes damage: +12% acid / +13% fire / +12% lightning Critical mult.: +10.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Zysin the copper amulet Zysin the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+5 eff.) Changes stats: +3 Mag / +3 Con Changes resistances: +11% mind / +3% physical Confusion immunity: +21% Amulets make your neck look great! |
Inventory
movement infusion (speed 432%; cd 18) movement infusion (speed 432%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the titan (range 34; cd 15) teleportation rune of the titan (range 34; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Constitution stat. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
stabilizing copper amulet of magic (+3) stabilizing copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
Gloruwyn the elm vilestaff (10-12 power, 2 apr, darkness element) Gloruwyn the elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+11 eff.) Physical power: +5 (+5 eff.) Defense: +5 (+5 eff.) Changes damage: +10% darkness Talent granted: +1 Command Staff Stamina each turn: +1.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.62 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. |
elm starstaff (10-12 power, 2 apr, light element) elm starstaff (10-12 power, 2 apr, light element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Issulebar the rough leather belt Issulebar the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+10 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str Physical save: +3 (+3 eff.) Maximum life: +33.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Cloudmalice' (0 def, 0 armour) linen robe 'Cloudmalice' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +3% lightning / +16% cold / +7% all Changes resistances penetration: +5% cold Changes damage: +3% darkness / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour) spellwoven woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Spell save: +16 (+13 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 18.29 to 54.86 lightning damage (36.57 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
insulating linen wizard hat of fire (+22%) (1 def, 0 armour) insulating linen wizard hat of fire (+22%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% cold / +22% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 2 armour) miner's rough leather cap of constitution (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Con Infravision radius: +2 A cap made of leather. |
rough leather cap 'Frigidpain' (0 def, 1 armour) rough leather cap 'Frigidpain' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Mag / +2 Wil / +3 Cun Changes resistances penetration: +5% cold Maximum mana: +60.00 Mindpower: +4 (+2 eff.) Infravision radius: +2 A cap made of leather. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
285 alchemist agate 285 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 15.99 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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. |
Transmogrification Chest 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. |
iron torque of psionic shield 'Delohell' [power 23] (28/25 cooldown) iron torque of psionic shield 'Delohell' [power 23] (28/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +3% darkness Cut immunity: +10% It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration 'Emygarivea' [power 100] (28/15 cooldown) elm wand of conjuration 'Emygarivea' [power 100] (28/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Reduces incoming crit damage: 5.00% Infravision radius: +1 It can be used to fire a magical bolt dealing 52 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lynn the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 02:07 see stats
By Lynn the Shalore Archmage level 20
61st Dusk 122nd year of Ascendancy at 06:37 see stats
By Lynn the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 16:42 see stats
By Lynn the Shalore Archmage level 12
27th Dusk 122nd year of Ascendancy at 13:24 see stats
By Lynn the Shalore Archmage level 10
5th Flare 122nd year of Ascendancy at 01:40 see stats
By Lynn the Shalore Archmage level 15
35th Dusk 122nd year of Ascendancy at 17:23 see stats
Log
Lynn receives 24 healing from Lynn's purging blight area effect.
Lynn's cleansing fire area effect hits Minotaur of the Labyrinth for 8 fire damage.
Lynn's cleansing fire area effect hits Lynn for 6 fire damage.
Minotaur of the Labyrinth hits Lynn for 287 physical damage.
Lynn receives 28 healing from Temporal Restoration Field.
You cannot currently leave the level.
Lynn uses Infusion: Wild.
Lynn's ability to fight has recovered.
Lynn is cured!
Lynn lessens the pain.
You cannot currently leave the level.
Lynn uses Infusion: Wild.
You cannot currently leave the level.
Lynn casts Teleport.
Select a target to teleport...
The spell fizzles!
Minotaur of the Labyrinth stops burning.
Minotaur of the Labyrinth uses Warshout.
Lynn wanders around!
Lynn's purging blight area effect hits Minotaur of the Labyrinth for 8 blight damage.
Lynn receives 24 healing from Lynn's purging blight area effect.
You cannot currently leave the level.
You cannot currently leave the level.
You cannot currently leave the level.
Lynn misses Minotaur of the Labyrinth.
Lynn receives 28 healing from Temporal Restoration Field.
You cannot currently leave the level.