









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 32 / 1% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 10 on the 1st Summertide 122nd year of Ascendancy at 03:40 0 / 7Killed by ultimate teluvorta at level 19 on the 35th Dusk 122nd year of Ascendancy at 14:58 Killed by venom wyrm at level 23 on the 24th Haze 122nd year of Ascendancy at 16:45 Killed by Animated warbringer's stralite greatmaul of evisceration at level 24 on the 28th Haze 122nd year of Ascendancy at 09:22 Killed by Poltergeist Kinetic Focus at level 25 on the 28th Haze 122nd year of Ascendancy at 12:55 Killed by Ivywen the elven guard at level 29 on the 51st Haze 122nd year of Ascendancy at 11:24 Killed by Adusemira the Guardian at level 32 on the 5th Regrowth 123rd year of Ascendancy at 00:13 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 24 (base 10) |
Magic | 94 (base 60) |
Willpower | 81 (base 60) |
Cunning | 35 (base 18) |
Resources
Life | -270/430 |
Mana | 353/773 |
Healing Factor | 1.2672674059366 |
Regeneration | 2.8513516633574 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
Offense: Mainhand
Damage | 34 |
Accuracy | 13 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Lightning | +37% |
Fire | +44% |
Temporal | +12% |
Cold | +40% |
Arcane | +72% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Cold | +25% |
Arcane | +40% |
Fire | +40% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 43 |
Mental Save | 39 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 33%( 70%) |
Cold | + 50%( 70%) |
All | + 9%( 70%) |
Darkness | + 21%( 70%) |
Light | + 21%( 70%) |
Temporal | + 20%( 70%) |
Lightning | + 14%( 70%) |
Fire | + 39%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Silence Resistance | 0% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. 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 820% for 10 turns (81 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Arcganlai. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the injured seer from death by faerlhing. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Zubomithra the skeleton magus. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 225. | 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 |
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 xorn fragment. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * You've found the needed bear paw. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Lck / +5 Dex Changes resistances: +6% lightning / +3% darkness / +6% blight Changes resistances penetration: +20% darkness Changes damage: +12% lightning / +9% darkness Stealth bonus: +8 A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +5 Mag Changes resistances: +15% nature Changes resistances penetration: +15% fire Changes damage: +9% mind Mental save: +6 (+2 eff.) Disease immunity: +20% Cut immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Spellpower: +11 (+2 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +12% temporal Changes damage: +12% temporal Physical save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +1 Mag Changes damage: +9% fire Critical mult.: +20.00% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 330 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.44 cold and 18.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
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 | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Physical save: +11 (+6 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+2 eff.) Mana each turn: +0.14 Maximum mana: +47.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 125.93 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Dex / +2 Cun / +3 Con Changes resistances: +13% light / +15% fire Changes resistances penetration: +15% arcane Stealth bonus: +7 Physical save: +9 (+5 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +2.00 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +34.00 Amulets make your neck look great! |
Inventory
![]() healing infusion of the sneak (heal 127; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 530.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% nature / +16% blight Talent masteries: +0.18 Cunning / Survival +0.18 Wild-gift / Harmony Poison immunity: +28% Disease immunity: +34% Amulets make your neck look great! |
![]() gold amulet 'Runalathasin' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% mind / +6% cold Reduces incoming crit damage: 15.00% Physical save: +15 (+8 eff.) Spell save: +15 (+5 eff.) Disease immunity: +20% Silence immunity: +20% Confusion immunity: +32% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +13% light / +15% darkness Blindness immunity: +24% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +27.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +30% fire Changes damage: +15% fire Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +32% Mana each turn: +0.14 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +26% cold Changes damage: +13% cold Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Physical save: +7 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+3 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +23% Mana each turn: +0.16 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Anithad the Blastwisp Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Firing range: +8 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Damage when hit (Melee): 8 lightning Changes stats: +16 Con / +14 Wil Changes resistances penetration: +25% cold Maximum life: +68.00 Longbows are used to shoot arrows at your foes. |
![]() Gloriyavena the thorny mindstar (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 physical When wielded/worn: Changes stats: +7 Cun / +2 Con Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Physical save: +9 (+5 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Silirin (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% acid / +5% physical / +9% lightning / +3% nature / +3% mind Changes resistances penetration: +10% acid Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Pinning immunity: +20% Psi when hit: +0.08 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() potent yew starstaff of might (23-28 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +23% temporal Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() deep-steel trident of crippling (29-46 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.0 - 46.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% darkness / +14% temporal Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+8 eff.) Changes resistances: +13% light / +15% fire Stealth bonus: +6 Physical save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +10% lightning / +11% blight / +7% cold / +22% nature / +11% all Changes resistances penetration: +15% lightning / +15% temporal Changes damage: +12% lightning / +11% physical / +12% cold / +15% nature / +9% temporal Life regen: +3.40 Maximum life: +63.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% darkness / +10% mind / +9% all Physical save: +11 (+6 eff.) Spell save: +11 (+4 eff.) Mental save: +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% fire / +16% cold / +11% all Changes damage: +10% acid / +11% physical / +5% fire / +7% cold Talent cooldown: Refit Golem (-2 turns) Mental save: +18 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% nature / +9% all Changes damage: +13% nature Mental save: +16 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% darkness / +9% all Changes damage: +12% darkness Spell save: +16 (+5 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +24% acid / +11% all Changes damage: +11% nature / +16% acid Poison immunity: +26% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +21% lightning / +13% all Changes damage: +14% nature / +14% lightning Poison immunity: +30% Disease immunity: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 (+0 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. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Life regen: +4.40 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. |
![]() dwarven-steel shield of acid resistance (+20%) (0 def, 6 armour, 88.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +20% acid Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +6 See stealth: +10 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 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 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arcganlai the Cornac Archmage level 29
39th Haze 122nd year of Ascendancy at 06:52 see stats
By Arcganlai the Cornac Archmage level 25
30th Haze 122nd year of Ascendancy at 16:11 see stats
By Arcganlai the Cornac Archmage level 20
44th Dusk 122nd year of Ascendancy at 02:57 see stats
By Arcganlai the Cornac Archmage level 20
43rd Dusk 122nd year of Ascendancy at 22:25 see stats
By Arcganlai the Cornac Archmage level 21
46th Dusk 122nd year of Ascendancy at 10:54 see stats
By Arcganlai the Cornac Archmage level 22
68th Dusk 122nd year of Ascendancy at 03:52 see stats
By Arcganlai the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 06:33 see stats
By Arcganlai the Cornac Archmage level 20
36th Dusk 122nd year of Ascendancy at 22:01 see stats
By Arcganlai the Cornac Archmage level 30
52nd Haze 122nd year of Ascendancy at 21:30 see stats
By Arcganlai the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:16 see stats
By Arcganlai the Cornac Archmage level 22
62nd Dusk 122nd year of Ascendancy at 19:52 see stats
By Arcganlai the Cornac Archmage level 25
28th Haze 122nd year of Ascendancy at 20:06 see stats
By Arcganlai the Cornac Archmage level 22
75th Dusk 122nd year of Ascendancy at 21:29 see stats
By Arcganlai the Cornac Archmage level 22
75th Dusk 122nd year of Ascendancy at 08:13 see stats
By Arcganlai the Cornac Archmage level 30
56th Haze 122nd year of Ascendancy at 11:06 see stats
By Arcganlai the Cornac Archmage level 20
43rd Dusk 122nd year of Ascendancy at 13:45 see stats
By Arcganlai the Cornac Archmage level 28
37th Haze 122nd year of Ascendancy at 06:51 see stats
Log
Arcganlai's Rune: Reflection Shield has been disrupted by anti-magic forces!
Arcganlai's Vision has been disrupted by anti-magic forces!
The protective shield of Arcganlai disappears.
Talent Lightning is ready to use.
Talent Command Staff is ready to use.
Talent Rune: Dissipation is ready to use.
Talent Manathrust is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Pulverizing Auger is ready to use.
Arcganlai casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something hits Arcganlai for 8 fire damage.
Arcganlai deactivates Stone Skin.
Stone Skin has been disrupted by anti-magic forces!
Arcganlai seems more focused.
Something hits Arcganlai for 237 physical, 2 fire (239 total damage).
Arcganlai deactivates Multicaster.
Multicaster has been disrupted by anti-magic forces!
Arcganlai casts Manathrust.
Arcganlai hits Something for 36 fire, 35 cold, 34 lightning, 43 arcane (149 total damage).
Something hits Arcganlai for 201 physical, 2 fire (203 total damage).
Arcganlai is not disabled anymore.
Arcganlai recovers sight.
Arcganlai's Arcane Reconstruction has been disrupted by anti-magic forces!
Adusemira the Guardian uses Shattering Shout.
Adusemira the Guardian hits Arcganlai for 261 physical damage.
Arcganlai the level 32 cornac archmage was bludgeoned to death by Adusemira the Guardian on level 1 of Ruined Dungeon.