









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Female |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 38 / 29% |
Size | medium |
Lifes / Deaths | Killed by losgoroth at level 2 on the 74th Pyre 122nd year of Ascendancy at 15:21 / 70Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 16:52 Killed by Cindedod the thalore at level 13 on the 22nd Dusk 122nd year of Ascendancy at 10:47 Killed by thief at level 15 on the 49th Dusk 122nd year of Ascendancy at 19:06 Killed by naga myrmidon at level 17 on the 53rd Dusk 122nd year of Ascendancy at 07:58 Killed by naga psyren at level 17 on the 53rd Dusk 122nd year of Ascendancy at 10:51 Killed by boiling horror at level 17 on the 53rd Dusk 122nd year of Ascendancy at 15:22 Killed by naga myrmidon at level 17 on the 55th Dusk 122nd year of Ascendancy at 03:50 Killed by Weirdling Beast at level 18 on the 57th Dusk 122nd year of Ascendancy at 15:40 Killed by Urkis, the High Tempest at level 22 on the 69th Haze 122nd year of Ascendancy at 17:57 Killed by Iober the giant at level 23 on the 74th Haze 122nd year of Ascendancy at 13:50 Killed by Eiliniwyn the thief at level 24 on the 5th Allure 123rd year of Ascendancy at 12:13 Killed by Assassin Lord at level 24 on the 5th Allure 123rd year of Ascendancy at 19:57 Killed by Merlin at level 24 on the 17th Regrowth 123rd year of Ascendancy at 10:36 Killed by elven warrior at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 11:04 Killed by Eilinildalevea the elven cultist at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 13:11 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 35th Regrowth 123rd year of Ascendancy at 20:51 Killed by ogre mauler at level 25 on the 35th Regrowth 123rd year of Ascendancy at 23:03 Killed by elven blood mage at level 25 on the 35th Regrowth 123rd year of Ascendancy at 23:42 Killed by skeleton assassin at level 27 on the 48th Regrowth 123rd year of Ascendancy at 03:16 Killed by Borfast the Broken at level 27 on the 48th Regrowth 123rd year of Ascendancy at 06:01 Killed by Merlin at level 27 on the 48th Regrowth 123rd year of Ascendancy at 08:39 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 13:17 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 15:10 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 16:37 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 19:06 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 20:49 Killed by Betyssra the Guardian at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 22:03 Killed by minotaur at level 29 on the 54th Regrowth 123rd year of Ascendancy at 15:27 Killed by ritch flamespitter at level 29 on the 54th Regrowth 123rd year of Ascendancy at 17:45 Killed by ritch flamespitter at level 29 on the 54th Regrowth 123rd year of Ascendancy at 19:34 Killed by ritch flamespitter at level 29 on the 54th Regrowth 123rd year of Ascendancy at 21:02 Killed by orc necromancer at level 29 on the 55th Regrowth 123rd year of Ascendancy at 07:57 Killed by forge-giant at level 29 on the 55th Regrowth 123rd year of Ascendancy at 11:30 Killed by forge-giant at level 29 on the 55th Regrowth 123rd year of Ascendancy at 14:43 Killed by armoured skeleton warrior at level 30 on the 58th Regrowth 123rd year of Ascendancy at 15:38 Killed by The Master at level 30 on the 58th Regrowth 123rd year of Ascendancy at 17:52 Killed by The Master at level 30 on the 59th Regrowth 123rd year of Ascendancy at 01:39 Killed by The Master at level 30 on the 59th Regrowth 123rd year of Ascendancy at 06:10 Killed by ghoulking at level 30 on the 59th Regrowth 123rd year of Ascendancy at 12:41 Killed by skeleton mage at level 30 on the 59th Regrowth 123rd year of Ascendancy at 15:38 Killed by Celia at level 31 on the 13rd Pyre 123rd year of Ascendancy at 17:53 Killed by Ce'Nudana the ghoulking at level 31 on the 13rd Pyre 123rd year of Ascendancy at 19:25 Killed by Merlin at level 31 on the 13rd Pyre 123rd year of Ascendancy at 21:08 Killed by Saleba the bone giant at level 31 on the 13rd Pyre 123rd year of Ascendancy at 23:18 Killed by fire drake at level 31 on the 17th Pyre 123rd year of Ascendancy at 17:18 Killed by Protector Myssil at level 31 on the 17th Pyre 123rd year of Ascendancy at 20:30 Killed by ziguranth wyrmic at level 31 on the 18th Pyre 123rd year of Ascendancy at 02:47 Killed by Merlin at level 32 on the 15th Dusk 123rd year of Ascendancy at 22:02 Killed by Greater Mummy Lord at level 32 on the 17th Dusk 123rd year of Ascendancy at 04:10 Killed by Greater Mummy Lord at level 32 on the 17th Dusk 123rd year of Ascendancy at 07:42 Killed by Greater Mummy Lord at level 32 on the 17th Dusk 123rd year of Ascendancy at 09:56 Killed by Greater Mummy Lord at level 32 on the 17th Dusk 123rd year of Ascendancy at 15:00 Killed by Greater Mummy Lord at level 32 on the 17th Dusk 123rd year of Ascendancy at 23:36 Killed by Greater Mummy Lord at level 32 on the 18th Dusk 123rd year of Ascendancy at 01:18 Killed by Cyrovea the blue ooze at level 32 on the 24th Dusk 123rd year of Ascendancy at 11:08 Killed by Betina the slimy ooze at level 33 on the 24th Dusk 123rd year of Ascendancy at 15:10 Killed by Glywe the cave troll at level 33 on the 47th Dusk 123rd year of Ascendancy at 20:56 Killed by Glywe the cave troll at level 33 on the 47th Dusk 123rd year of Ascendancy at 22:28 Killed by orc necromancer at level 35 on the 65th Dusk 123rd year of Ascendancy at 14:25 Killed by orc fighter at level 35 on the 9th Decay 123rd year of Ascendancy at 13:02 Killed by orc mage-hunter at level 35 on the 9th Decay 123rd year of Ascendancy at 17:29 Killed by orc high pyromancer at level 35 on the 8th Regrowth 124th year of Ascendancy at 02:13 Killed by Warmaster Gnarg at level 35 on the 8th Regrowth 124th year of Ascendancy at 09:52 Killed by overpowered greater multi-hued wyrm at level 35 on the 8th Regrowth 124th year of Ascendancy at 22:15 Killed by armoured skeleton warrior at level 35 on the 10th Regrowth 124th year of Ascendancy at 05:31 Killed by orc mage-hunter at level 37 on the 55th Pyre 124th year of Ascendancy at 01:40 Killed by Ukllmswwik the Wise at level 37 on the 3rd Dusk 124th year of Ascendancy at 10:46 Killed by Merlin at level 37 on the 7th Dusk 124th year of Ascendancy at 20:44 Killed by orc high pyromancer at level 37 on the 7th Dusk 124th year of Ascendancy at 23:15 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 23 (base 13) |
Constitution | 39 (base 25) |
Magic | 83 (base 56) |
Willpower | 78 (base 60) |
Cunning | 48 (base 16) |
Resources
Life | 502/502 |
Mana | 570/570 |
Healing Factor | 1.2162543368031 |
Regeneration | 5.1690809314132 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 8 |
See Invisible | 10 |
Offense: Mainhand
Damage | 37 |
Accuracy | 17 |
Crit Chance | 29% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Arcane | +52% |
Cold | +33% |
All | +2% |
Darkness | +10% |
Light | +12% |
Temporal | +10% |
Mind | +17% |
Lightning | +32% |
Fire | +61% |
Nature | +37% |
Offense: Damage Penetration
Arcane | +25% |
Cold | +25% |
All | 0% |
Lightning | +25% |
Temporal | +10% |
Mind | +5% |
Darkness | +10% |
Fire | +25% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 30 (65%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 1 |
Physical Save | 27 |
Spell Save | 47 |
Mental Save | 36 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 14%( 70%) |
All | + 11%( 70%) |
Darkness | + 32%( 70%) |
Light | + 26%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 16%( 70%) |
Fire | + 15%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
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 299 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 103 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 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 1022% for 10 turns (173 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -776 life. The duration and life will increase by 1% for every 1% life you have lost (currently 776 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Spell / Water | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Disruption Shield |
talent | Premonition |
talent | Arcane Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Merlin. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by skeleton magus. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Merlin. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed naga tongue. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+4 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 223 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+4 eff.) Changes stats: +6 Wil / +2 Con Changes resistances: +8% blight Changes resistances penetration: +5% mind Critical mult.: +12.00% Mental save: +8 (+4 eff.) Life regen: +4.00 Psi when hit: +0.08 Mental crit. chance: +4% Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +4% temporal / +5% light / +5% fire / +5% nature / +5% acid / +5% blight / +4% cold / +4% darkness Mana each turn: +1.20 Mana when hit: +1.30 Maximum mana: +51.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 89 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
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. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Cun / +3 Dex Changes resistances: +5% blight Mental crit. chance: +5% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 28.0 - 33.6 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: Armour: +11 Armour Hardiness: +5% Defense: +9 (+3 eff.) Changes stats: +2 Dex / +1 Wil / +2 Con Maximum wards: +3 fire Changes damage: +28% fire Talents granted: +2 Ward +1 Command Staff Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +4% acid / +6% fire / +6% cold / +5% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Con Changes resistances: +26% cold Changes resistances penetration: +10% lightning Changes damage: +13% cold Physical save: +3 (+1 eff.) Disarm immunity: +56% Pinning immunity: +48% Knockback immunity: +59% Maximum life: +68.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +12% lightning / +15% darkness Changes resistances penetration: +7% fire Changes damage: +15% fire Talent granted: +1 Command Staff Life regen: +4.38 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +46.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+6 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.9 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 308.19. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +10 Wil / +5 Cun Damage against: +23% Summoned Reduced damage from: +23% Summoned Spell crit. chance: +5% A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% light Changes damage: +4% acid / +13% light / +8% lightning / +3% fire / +3% arcane / +5% cold A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +1.70 Mana when hit: +2.00 Maximum mana: +90.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 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: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+7 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+5 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: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 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." |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 750.26 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 728.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 292 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 10% chance to reduce armor by 38% Changes stats: +3 Str Changes resistances penetration: +20% physical Only die when reaching: -80.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 536 Base Damage: 271 Armor: 24 All Resist: 17 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1109 Base Damage: 508 Armor: 30 All Resist: 22 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 76 and armour hardiness by 60% Activation puts all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 93 lightning damage and will be dazed for 1 turn (469 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 532 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Lore found: A creased letter
Lore found: gravestone
Lore found: sacrificial altar
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 1.69 gold from the transmogrification of prismatic cured leather armour of acid resistance (6 def, 4 armour).
You gain 2.04 gold from the transmogrification of ash vilestaff of power (15-18 power, 3 apr, blight element).
You gain 3.70 gold from the transmogrification of truestriking steel greatmaul (28-42 power, 2 apr).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 63rd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Saving done.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Lore found: second mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Hotkey page 2 is now displayed.