










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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
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 Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 22 / 38% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 1st Mirth 122nd year of Ascendancy at 22:02 0 / 6Killed by greater gwelgoroth at level 14 on the 62nd Dusk 122nd year of Ascendancy at 06:04 Killed by Minotaur of the Labyrinth at level 15 on the 19th Haze 122nd year of Ascendancy at 11:18 Killed by Emerewyn the gelatinous cube at level 16 on the 40th Haze 122nd year of Ascendancy at 00:15 Killed by boiling horror at level 22 on the 4th Decay 122nd year of Ascendancy at 01:12 Killed by naga myrmidon at level 22 on the 4th Decay 122nd year of Ascendancy at 07:02 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 20 (base 10) |
Magic | 64 (base 48) |
Willpower | 56 (base 43) |
Cunning | 29 (base 11) |
Resources
Life | -121/317 |
Mana | 126/539 |
Vim | 184/184 |
Healing Factor | 1.2670588855781 |
Regeneration | 3.7378237124554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 42 |
Accuracy | 12 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Arcane | +16% |
Cold | +5% |
All | 0% |
Darkness | +27% |
Light | +14% |
Temporal | +7% |
Physical | +16% |
Lightning | +20% |
Fire | +12% |
Mind | +10% |
Offense: Damage Penetration
Blight | +10% |
Acid | +20% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 36 |
Mental Save | 35 |
Defense: Resistances
Lightning | + 22%( 70%) |
Acid | + 38%( 70%) |
Darkness | + 38%( 70%) |
Cold | + 40%( 70%) |
Mind | + 16%( 70%) |
Physical | + 21%( 70%) |
Fire | + 41%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
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 420 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
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 (50 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 400.18 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. |
Class Talents
Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 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 |
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 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution 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 Shardskin. * 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 |
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. | 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. | 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 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 snow giant kidney. * You've found the needed hummerhorn wing. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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! | 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 within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +12 Defense +14 (+7 eff.) Resists +9% acid +9% fire +12% lightning +10% cold Phys.save +7 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +16 (+7 eff.) ---------- misc Psi/ret +0.12 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% blight Melee Ret 11 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +6% fire ---------- misc Light +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. |
On head | ![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 102.51 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (28% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Fatigue -4% Resists +1% physical ---------- misc Max.enc +21 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +7 (+4 eff.) Confus- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Crit.mult +17.00% Spell.pwr +18 (+6 eff.) Melee+ 17 fire Dmg.mod +20% lightning Res.pen +5% acid +5% darkness Melee Ret 4 acid ----- def ----- Resists +6% darkness HP.reg +0.50 Heal.mod +18% ---------- misc Mana/turn +0.11 Max.mana +51.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 7 fire 19 darkness 14 mind Dmg.mod +7% fire Res.pen +5% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 34% * 13% chance to reduce all saves and defense by 28 ----- def ----- Armour +2 Resists +9% acid +7% fire Mind.save -13 (-6 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.60 Psi/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +11% acid +6% physical +16% darkness +9% light +5% fire +16% arcane +5% cold Melee Ret 2 cold ----- def ----- Resists +12% acid +10% physical +24% darkness +14% cold +12% fire +11% all ---------- misc Max.mana +11.00 Light +3 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% darkness +4% temporal +5% light +10% physical Acc +5 (+5 eff.) ----- def ----- Resists +6% mind +9% cold Mind.save +12 (+6 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 480% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master/Psionic Power 50.0 - 75.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 mind On Hit: * 24% chance to reduce all saves and defense by 28 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +10.0% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 39.5 - 63.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.5% Atk.spd 100% Phasing +19% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +18 lightning +15 cold While equipped: Stats +5 Dex dps ---------- Mov.spd +33% Res.pen +12% lightning +11% cold +9% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +2 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% nature ----- def ----- Armour +8 Resists +3% nature +9% lightning ---------- misc Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Arcane Power 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +9 Mag +6 Wil dps ---------- Spell.pwr +10 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% arcane +16% blight ----- def ----- Resists +16% blight +11% all ---------- misc Max.mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +7 (+3 eff.) Silence- +20% Confus- +20% Stun/Frz- +25% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego++] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +54.00 HP.reg +9.00 Heal.mod +26% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% mind +11% light +13% darkness Mind.save +15 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +19% lightning HP.reg +6.40 ---------- misc Stam/turn +1.10 A suit of armour made of metal plates. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Aramtth the Shalore Archmage level 13
30th Dusk 122nd year of Ascendancy at 18:48 see stats
By Aramtth the Shalore Archmage level 19
56th Haze 122nd year of Ascendancy at 08:58 see stats
By Aramtth the Shalore Archmage level 19
49th Haze 122nd year of Ascendancy at 01:07 see stats
By Aramtth the Shalore Archmage level 10
1st Flare 122nd year of Ascendancy at 11:43 see stats
By Aramtth the Shalore Archmage level 20
57th Haze 122nd year of Ascendancy at 09:20 see stats
By Aramtth the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:38 see stats
By Aramtth the Shalore Archmage level 9
7th Mirth 122nd year of Ascendancy at 10:16 see stats
By Aramtth the Shalore Archmage level 16
40th Haze 122nd year of Ascendancy at 17:45 see stats
Log
Aramtth casts Manathrust.
Aramtth's spell attains critical power!
Thunderstorm hits Naga myrmidon for 59 lightning damage.
Hurricane from Aramtth hits Naga myrmidon for 48 lightning damage.
Aramtth hits Naga myrmidon for 193 arcane damage.
Naga myrmidon uses Infusion: Regeneration.
Naga myrmidon starts regenerating health quickly.
Aramtth casts Nova.
Naga myrmidon is dazed!
Naga myrmidon is not dazed anymore.
Talent Chain Lightning is ready to use.
Hurricane from Aramtth hits Naga myrmidon for 41 lightning damage.
Thunderstorm hits Naga myrmidon for 32 lightning damage.
Aramtth hits Naga myrmidon for 106 lightning damage.
Naga myrmidon uses Stunning Blow.
Aramtth is stunned!
Naga myrmidon hits Aramtth for 148 physical damage.
Melee retaliation hits Naga myrmidon for 10 acid, 2 cold, 13 mind, 11 fire (36 total damage).
Aramtth misses Naga myrmidon.
Naga myrmidon hits Aramtth for 91 physical damage.
Hurricane from Aramtth hits Naga myrmidon for 19 lightning damage.
Melee retaliation hits Naga myrmidon for 4 acid, 1 cold, 6 mind, 5 fire (15 total damage).
Thunderstorm hits Naga myrmidon for 23 lightning damage.
Naga myrmidon hits Aramtth for 127 physical damage.
Melee retaliation hits Naga myrmidon for 4 acid, 1 cold, 6 mind, 5 fire (15 total damage).
Aramtth the level 22 shalore archmage was torn limb from limb to death by a naga myrmidon on level 2 of Lake of Nur.
The furious lightning storm around Aramtth calms down and disappears.