
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 13 / 63% |
Size | medium |
Lifes / Deaths | Killed by Islitira the Thug at level 13 on the 2nd Flare 122nd year of Ascendancy at 20:24 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 16 (base 12) |
Constitution | 26 (base 22) |
Magic | 32 (base 26) |
Willpower | 27 (base 26) |
Cunning | 26 (base 12) |
Resources
Life | -61/262 |
Mana | 125/179 |
Healing Factor | 1.2316586254954 |
Regeneration | 27.404404417273 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 14 |
Accuracy | 10 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Lightning | +36% |
Fire | +5% |
Light | +28% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 25 |
Mental Save | 33 |
Defense: Resistances
Lightning | + 69%( 70%) |
Light | + 35%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 8%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 21% for 4 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 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Higher | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Shield |
talent | Shielding |
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 |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.13 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% lightning / +1% physical Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
Around waist | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +7 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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: Changes damage: +18% light Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +7% all Changes damage: +10% lightning Mental save: +15 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +10% cold Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Cun / +4 Con Changes damage: +6% blight / +5% fire Critical mult.: +10.00% Life regen: +2.00 Stamina each turn: +0.40 Spellpower: +6 (+3 eff.) Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() restful steel amulet of magic (+4) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +2.00 Amulets make your neck look great! |
![]() marksman's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Mental save: +7 (+4 eff.) Confusion immunity: +23% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +23 Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +4 (+2 eff.) Rings make your fingers look great! |
![]() acidic iron dagger of the mystic (10-14 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Changes stats: +2 Wil / +2 Mag Spellpower: +6 (+3 eff.) Sharp, short and deadly. |
![]() acidic steel dagger of the mystic (14-18 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Changes stats: +2 Wil / +1 Mag Spellpower: +7 (+3 eff.) Sharp, short and deadly. |
![]() balanced dwarven-steel dagger of erosion (17-22 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+7 eff.) Disarm immunity: +20% Sharp, short and deadly. |
![]() flaming steel dagger of crippling (14-18 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +6 fire When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
![]() iron dagger of crippling (10-12 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
![]() plaguebringer's iron dagger of rage (10-14 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): +6 blight When wielded/worn: Accuracy: +5 (+5 eff.) Changes stats: +2 Str Changes damage: +6% physical Disease immunity: +11% Sharp, short and deadly. |
![]() truestriking steel dagger of projection (12-15 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +6 Changes resistances penetration: +5% physical Sharp, short and deadly. |
![]() acidic steel greatmaul of paradox (28-42 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +10% temporal Massive two-handed mauls. |
![]() Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Ce'Nybrewen the Lightvice (13-18 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +9 lightning / +11 cold When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% acid / +9% light Changes resistances penetration: +5% lightning / +8% cold Changes damage: +9% acid Mindpower: +10 (+5 eff.) Light radius: +3 Movement speed: +22% Blunt and deadly. |
![]() Porewen Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to reduce all saves and defense by 19 Damage (Ranged): +17 cold Damage (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +10 (+9 eff.) Armour penetration: +7 Changes resistances: +6% temporal Changes resistances penetration: +6% all Changes damage: +6% mind / +25% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 16 Infused by nature 5.00 Encumbrance. 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: +5 (+5 eff.) Changes stats: +1 Con Changes resistances penetration: +5% lightning Changes damage: +15% light / +15% lightning Talent granted: +1 Command Staff Critical mult.: +5.00% Stamina each turn: +3.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 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 36.37 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. |
![]() ash starstaff of might (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. 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: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() surging ash starstaff of might (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. 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: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() truestriking steel waraxe (12-16 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical One-handed war axes. |
![]() resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() rejuvenating cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +15% acid Life regen: +3.10 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() troll-hide cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +37.00 Healing mod.: +11% A suit of armour made of leather. |
![]() troll-hide hardened leather armour of command (14 def, 10 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+11 eff.) Fatigue: +8% Changes stats: +1 Cun Mental save: +13 (+7 eff.) Life regen: +3.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
![]() iron shield of arcane resistance (+11%) (0 def, 2 armour, 16.5 block) Requires: - Shield usage training - Strength 11 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +11% arcane Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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 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 / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 68 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() ash wand of conjuration [power 160] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 68 cold damage Activation puts all charms on cooldown for 15 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 / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Whispierre the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 20:12 see stats
By Whispierre the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 02:34 see stats
By Whispierre the Higher Archmage level 5
76th Pyre 122nd year of Ascendancy at 13:09 see stats
Log
Rogue recovers sight.
Whispierre is not stunned anymore.
Whispierre is less vulnerable.
Whispierre slides on a rock!
Whispierre shrugs off the effect 'Stunned'!
Whispierre's armour is more intact.
Whispierre uses Infusion: Regeneration.
Whispierre starts regenerating health quickly.
Islitira the Thug uses Warshout.
Whispierre wanders around!
Whispierre is confused and fails to use Lightning.
Whispierre is dazed!
Islitira the Thug hits Whispierre for 88 physical, 6 temporal, 2 acid, 2 cold, 2 fire, 1 lightning (102 total damage).
Talent Phase Door is ready to use.
Whispierre casts Lightning.
Whispierre hits Islitira the Thug for 60 lightning damage.
Whispierre hits Something for 60 lightning damage.
Something shoves Something aside.
Islitira the Thug speeds up.
Islitira the Thug uses Stunning Blow.
Whispierre is not dazed anymore.
Whispierre is stunned!
Islitira the Thug hits Whispierre for 45 physical, 6 temporal, 2 acid, 2 cold, 2 fire, 1 lightning, 58 physical, 6 temporal, 2 acid, 2 cold, 2 fire, 1 lightning (131 total damage).
Whispierre misses Islitira the Thug.
Something shoves Something aside.