









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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 19 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Ividara the elven guard at level 11 on the 12nd Dusk 122nd year of Ascendancy at 00:46 0 / 6Killed by Ividara the elven guard at level 11 on the 12nd Dusk 122nd year of Ascendancy at 01:56 Killed by The Possessed at level 15 on the 24th Dusk 122nd year of Ascendancy at 18:41 Killed by Oraiinn the human at level 18 on the 34th Dusk 122nd year of Ascendancy at 17:28 Killed by Rarest Blue at level 19 on the 47th Dusk 122nd year of Ascendancy at 06:54 Killed by Cyragaretira the snow giant chieftain at level 19 on the 78th Dusk 122nd year of Ascendancy at 09:46 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 55 (base 47) |
| Willpower | 26 (base 10) |
| Cunning | 46 (base 37) |
Resources
| Life | -42/456 |
| Positive | 75/109 |
| Negative | 5/109 |
| Healing Factor | 1.2172674059367 |
| Regeneration | 0.30431685148417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.0428103653103E-12% |
| Spell | -1.2767564783189E-12% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 21 |
| Crit Chance | 15% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 17 (60%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 30 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 18%( 74%) |
| Light | + 24%( 74%) |
| Physical | + 14%( 74%) |
| Blight | + 13%( 74%) |
| Arcane | + 23%( 74%) |
| Nature | + 13%( 74%) |
| All | + 7%( 74%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 23% |
| Silence Resistance | 20% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
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 failed to protect the lost defiler from death by Ce'Nerana the large white snake. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
Escort the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara) | active |
You failed to protect the temporal explorer from death by Lashing Tentacle. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. | 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 focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Darktide (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +15 (+8 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +3 Dex Maximum encumbrance: +22 Physical save: +9 (+3 eff.) A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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 | Starwinter (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +7 Wil / +4 Con Changes resistances: +9% light / +8% physical Changes resistances penetration: +5% acid Physical save: +9 (+3 eff.) Light radius: +2 See invisible: +3 A cap made of leather. |
| Tool | innervating yew wand of shielding [power 236] (18/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galadelen the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane Mental save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +20% Confusion immunity: +23% Stun/Freeze immunity: +10% Mana each turn: +0.10 Rings make your fingers look great! |
| On fingers | Flashoracle the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil / +4 Cun / +5 Con Changes resistances: +6% lightning Physical save: +10 (+3 eff.) Infravision radius: +1 See invisible: +12 Rings make your fingers look great! |
| Around waist | GlowbraidPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% light Mental save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Maximum vim: +40.00 Spellpower: +4 (+1 eff.) A belt that goes around your waist. |
| In main hand | Dawnsteel (111% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +2 Mag / +3 Wil Changes resistances penetration: +5% mind Changes damage: +15% darkness / +6% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +22.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +7% It can be used to conjure elemental energy in a radius 4 cone, dealing 25.32 to 30.38 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) 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 | Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Critical mult.: +11.00% Stealth bonus: +5 Spell save: +8 (+4 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Torindil the FesterkingCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Changes resistances: +6% lightning / +6% light / +6% blight / +6% nature / +5% arcane Changes resistances cap: +4% all Physical save: +13 (+4 eff.) Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 482; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 482 life over 5 turns. Its effects scale with your Magic 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% fire / +13% cold Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Gunivor' (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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 resistances penetration: +5% acid Changes damage: +6% acid / +15% fire / +18% mind Talent granted: +1 Command Staff Mana each turn: +0.04 Maximum vim: +10.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil 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. |
spellstreaming rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Mana each turn: +0.10 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% 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. |
linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
134 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Jetpiety the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 lightning / 4 darkness Changes stats: +4 Str / +2 Con Changes resistances: +6% nature Changes resistances penetration: +10% lightning Changes damage: +15% darkness Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of healing [power 110] (18/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 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. |
Tugoblek [power 200] (18/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% fire Life regen: +4.00 Only die when reaching: -20.00 life See invisible: +12 It can be used to fire a magical bolt dealing 200 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of clairvoyance [power 11] (18/19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 11, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rarest Blue the Higher Anorithil level 10
9th Dusk 122nd year of Ascendancy at 13:20 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Rarest Blue the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 04:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rarest Blue the Higher Anorithil level 9
1st Mirth 122nd year of Ascendancy at 02:45 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rarest Blue the Higher Anorithil level 18
31st Dusk 122nd year of Ascendancy at 12:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rarest Blue the Higher Anorithil level 15
23rd Dusk 122nd year of Ascendancy at 14:30 see stats
Log
The shield around Cyragaretira the snow giant chieftain crumbles.
Rarest Blue hits Cyragaretira the snow giant chieftain for (28 absorbed), 27 light (27 total damage).
Your shield crumbles under the damage!
The shield around Rarest Blue crumbles.
Cyragaretira the snow giant chieftain's corrosive nature intensifies!
Poison from Cyragaretira the snow giant chieftain hits Rarest Blue for (15 absorbed), 7 nature (7 total damage).
Thorn Grab from Cyragaretira the snow giant chieftain hits Rarest Blue for (14 absorbed), 0 nature (0 total damage).
Rarest Blue shrugs off Cyragaretira the snow giant chieftain's 'Poison'!
A shield forms around Cyragaretira the snow giant chieftain.
A shield forms around Rarest Blue.
A shield forms around cold drake hatchling.
The shield around cold drake hatchling crumbles.
Cyragaretira the snow giant chieftain receives 26 healing from Rarest Blue.
Rarest Blue's light area effect hits Cold drake hatchling for (25 absorbed), 6 light (6 total damage).
Rarest Blue's light area effect hits Snow giant for (31 absorbed), 0 light (0 total damage).
Rarest Blue's light area effect hits Cyragaretira the snow giant chieftain for (27 absorbed), 0 light (0 total damage).
Cold drake hatchling receives 25 healing from Rarest Blue's healing light area effect.
Rarest Blue receives 28 healing from Rarest Blue's healing light area effect.
Aretta, the lost sun paladin receives 25 healing from Rarest Blue's healing light area effect.
Snow giant receives 25 healing from Rarest Blue's healing light area effect.
Cyragaretira the snow giant chieftain receives 28 healing from Rarest Blue's healing light area effect.
Cyragaretira the snow giant chieftain's healing nature area effect hits Rarest Blue for 19 nature damage.
Cyragaretira the snow giant chieftain uses Acidbeam.
Cyragaretira the snow giant chieftain's mind surges with critical power!
The shield around Aretta, the lost sun paladin crumbles.
Your shield crumbles under the damage!
The shield around Rarest Blue crumbles.
Cyragaretira the snow giant chieftain hits Rarest Blue for (28 absorbed), 245 acid (245 total damage).
Cyragaretira the snow giant chieftain hits Aretta, the lost sun paladin for (258 absorbed), 118 acid (118 total damage).
Rarest Blue the level 19 higher anorithil was corroded to death by Cyragaretira the snow giant chieftain on level 2 of Daikara.







































































