











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Higher |
Class | Paradox Mage |
Level / Exp | 19 / 96% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 10 on the 59th Dusk 122nd year of Ascendancy at 19:45 0 / 7Killed by Zubywe the king cobra at level 11 on the 70th Dusk 122nd year of Ascendancy at 15:10 Killed by skeleton magus at level 11 on the 71st Dusk 122nd year of Ascendancy at 06:07 Killed by Xeravea the wolf at level 15 on the 24th Haze 122nd year of Ascendancy at 04:30 Killed by Hessamol the wretchling at level 18 on the 39th Haze 122nd year of Ascendancy at 09:01 Killed by Hessamol the wretchling at level 18 on the 39th Haze 122nd year of Ascendancy at 09:42 Killed by worm that walks at level 19 on the 41st Haze 122nd year of Ascendancy at 15:43 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 23 (base 12) |
Magic | 58 (base 46) |
Willpower | 32 (base 12) |
Cunning | 48 (base 33) |
Resources
Life | -126/412 |
Paradox | 406 |
Healing Factor | 1.1099022211821 |
Regeneration | 2.4972799976598 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 29 |
Accuracy | 23 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Temporal | +11% |
Physical | +32% |
Cold | +22% |
All | +4% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +25% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 19.484752921281 (35.65183292883%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 38 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 21%( 70%) |
Physical | + 16%( 70%) |
Nature | + 10%( 70%) |
Arcane | + 14%( 70%) |
Darkness | + 25%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 15% |
Bleed Resistance | 15% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Matter Weaving |
talent | Disintegration |
talent | Gravity Locus |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's accuracy and power have been increased by 3. 1 Fateweaver |
beneficial effect | The target's defense and saves have been increased by 3. 1 Spin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Yvarra. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley 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 chunk of ghoul flesh. * You've found the needed honey tree root. * You've found the needed ice ant stinger. 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 skeleton mage skull. * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +5% darkness Stealth bonus: +5 Mental save: +12 (+4 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +25% mind Mental save: +6 (+2 eff.) Maximum psi: +30.00 Light radius: +3 See stealth: +6 See invisible: +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. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +10% physical Changes damage: +10% physical Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +7 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +7 Con Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Wil / +4 Mag Changes damage: +4% all Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Mental crit. chance: +2% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Fatigue: -5% Damage when hit (Melee): 2 acid Changes stats: +2 Wil Changes resistances penetration: +15% physical Maximum encumbrance: +22 Maximum hate: +4.00 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% physical Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness / +7% all Changes damage: +11% darkness Spell save: +16 (+6 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Str / +1 Dex / +2 Con Changes resistances penetration: +15% physical Spellpower: +10 (+3 eff.) Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +5 Dex / +5 Wil Changes resistances: +15% lightning Changes damage: +12% darkness / +18% cold Amulets make your neck look great! |
Inventory
![]() movement infusion of the psychic (speed 613%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
![]() blink rune of the wizard (range 6; phase 21; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the sneak (absorb 77; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 77 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 Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() acidic dwarven-steel greatsword of the mystic (35-56 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 When wielded/worn: Changes stats: +6 Wil / +3 Mag Spellpower: +7 (+2 eff.) Massive two-handed swords. |
![]() balanced steel greatsword (26-41 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+4 eff.) Disarm immunity: +35% Massive two-handed swords. |
![]() balanced steel greatsword of massacre (36-57 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+4 eff.) Disarm immunity: +34% Massive two-handed swords. |
![]() slime-covered steel greatsword of erosion (23-37 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 48% Damage (Melee): +12 nature Massive two-handed swords. |
![]() steel greatsword (23-37 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
![]() acidic steel longsword of daylight (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Damage (Melee): +11 light Damage against: +5% Undead Sharp, long, and deadly. |
![]() balanced steel mace of erosion (12-16 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +26% Blunt and deadly. |
![]() blooming thorny mindstar (7-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 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% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +15 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. |
![]() horrifying thorny mindstar of life (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: Damage (Melee): 7 mind / 8 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +10.00 Mindpower: +6 (+3 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. |
![]() ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 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% arcane Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() ash vilestaff 'Bleakkiller' (15-18 power, 3 apr, darkness element) 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: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% * 10% chance to reduce armor by 35% Changes resistances: +3% darkness Changes damage: +9% acid / +21% darkness / +3% light Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 105.03 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. |
![]() linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% blight / +7% all Life regen: +1.80 Maximum life: +47.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering cashmere robe of protection (3 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes resistances: +11% all Changes damage: +10% arcane Physical save: +17 (+9 eff.) Maximum mana: +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cleansing steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% blight / +17% cold / +12% nature A suit of armour made of mail. |
![]() steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +21% acid Life regen: +3.80 Stamina each turn: +0.80 A suit of armour made of leather. |
![]() rejuvenating rough leather armour of spell shielding (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +5% arcane Spell save: +12 (+4 eff.) Life regen: +2.20 Stamina each turn: +0.60 A suit of armour made of leather. |
![]() 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 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() brass lantern of focus Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
Achievements
By Yvarra the Higher Paradox Mage level 10
5th Flare 122nd year of Ascendancy at 10:52 see stats
By Yvarra the Higher Paradox Mage level 19
41st Haze 122nd year of Ascendancy at 09:05 see stats
By Yvarra the Higher Paradox Mage level 10
9th Mirth 122nd year of Ascendancy at 21:45 see stats
By Yvarra the Higher Paradox Mage level 10
10th Mirth 122nd year of Ascendancy at 16:51 see stats
By Yvarra the Higher Paradox Mage level 18
37th Haze 122nd year of Ascendancy at 07:29 see stats
By Yvarra the Higher Paradox Mage level 17
34th Haze 122nd year of Ascendancy at 02:18 see stats
By Yvarra the Higher Paradox Mage level 18
39th Haze 122nd year of Ascendancy at 09:42 see stats
By Yvarra the Higher Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 05:20 see stats
Log
Talent Repulsion Blast is ready to use.
Worm Rot from Worm that walks hits Yvarra for 43 blight, 36 acid (80 total damage).
Yvarra uses Infusion: Healing.
A carrion worm mass bursts out of Yvarra!
Yvarra is free from the worm rot.
Yvarra receives 55 healing from Infusion: Healing.
Worm that walks hits Yvarra for 101 blight damage.
Yvarra casts Dimensional Step.
Yvarra emerges from a space-time rift!
Yvarra casts Webs of Fate.
Yvarra casts Repulsion Blast.
Yvarra's spell attains critical power!
Talent Rethread is ready to use.
Worm that walks slows down.
Worm that walks HEALS from blight damage!
Yvarra's gravity area effect hits Worm that walks for 30 physical damage.
Carrion worm mass's blight area effect hits Worm that walks for 0 blight, 6 healing (0 total damage) [6 healing].
Yvarra stops weaving fate.
Yvarra stops spinning fate.
Talent Repulsion Blast is ready to use.
Talent Gravity Spike is ready to use.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Worm that walks casts Drain.
Yvarra spins fate.
Yvarra weaves fate.