










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 25 / 81% |
Size | medium |
Lifes / Deaths | Killed by thief at level 6 on the 1st Mirth 122nd year of Ascendancy at 15:42 / 46Killed by Colhnaale the human at level 8 on the 2nd Summertide 122nd year of Ascendancy at 02:02 Killed by Colhnaale the human at level 8 on the 2nd Summertide 122nd year of Ascendancy at 02:11 Killed by Isalebeth the assassin at level 11 on the 6th Dusk 122nd year of Ascendancy at 18:51 Killed by Isalebeth the assassin at level 11 on the 6th Dusk 122nd year of Ascendancy at 18:59 Killed by Isalebeth the assassin at level 11 on the 6th Dusk 122nd year of Ascendancy at 19:08 Killed by minotaur at level 11 on the 7th Dusk 122nd year of Ascendancy at 06:44 Killed by Geriatta the cutpurse at level 12 on the 7th Dusk 122nd year of Ascendancy at 10:56 Killed by Polevena the skeleton warrior at level 12 on the 63rd Dusk 122nd year of Ascendancy at 21:41 Killed by onilug at level 13 on the 64th Dusk 122nd year of Ascendancy at 11:31 Killed by onilug at level 13 on the 64th Dusk 122nd year of Ascendancy at 11:52 Killed by snow giant boulder thrower at level 13 on the 65th Dusk 122nd year of Ascendancy at 08:30 Killed by fire drake at level 14 on the 66th Dusk 122nd year of Ascendancy at 05:03 Killed by fire drake hatchling at level 14 on the 66th Dusk 122nd year of Ascendancy at 05:19 Killed by fire drake hatchling at level 14 on the 66th Dusk 122nd year of Ascendancy at 09:18 Killed by snow giant at level 14 on the 66th Dusk 122nd year of Ascendancy at 10:27 Killed by thief at level 14 on the 4th Haze 122nd year of Ascendancy at 01:22 Killed by bandit at level 14 on the 4th Haze 122nd year of Ascendancy at 01:34 Killed by rogue at level 15 on the 4th Haze 122nd year of Ascendancy at 04:13 Killed by Ivuwe the Guard at level 15 on the 4th Haze 122nd year of Ascendancy at 04:48 Killed by Aerudhessra the Guard at level 15 on the 4th Haze 122nd year of Ascendancy at 13:25 Killed by cold drake at level 15 on the 6th Haze 122nd year of Ascendancy at 03:34 Killed by Wrathroot at level 15 on the 6th Haze 122nd year of Ascendancy at 04:17 Killed by poison vine at level 16 on the 6th Haze 122nd year of Ascendancy at 09:38 Killed by Silirerin the Guard at level 16 on the 6th Haze 122nd year of Ascendancy at 11:47 Killed by Glorima the midge swarm at level 18 on the 66th Regrowth 123rd year of Ascendancy at 03:12 Killed by Cyribeth the Guardian at level 18 on the 66th Regrowth 123rd year of Ascendancy at 13:18 Killed by Aerilrawe the cold drake hatchling at level 19 on the 4th Pyre 123rd year of Ascendancy at 16:23 Killed by Xerildaba the cold drake at level 19 on the 5th Pyre 123rd year of Ascendancy at 11:00 Killed by Xerildaba the cold drake at level 19 on the 5th Pyre 123rd year of Ascendancy at 11:17 Killed by Grand Corruptor at level 20 on the 6th Pyre 123rd year of Ascendancy at 02:11 Killed by Grand Corruptor at level 20 on the 6th Pyre 123rd year of Ascendancy at 02:20 Killed by minotaur at level 20 on the 6th Pyre 123rd year of Ascendancy at 02:50 Killed by aether beam at level 20 on the 9th Pyre 123rd year of Ascendancy at 05:38 Killed by orc berserker at level 20 on the 9th Pyre 123rd year of Ascendancy at 15:55 Killed by skeleton magus at level 21 on the 11st Pyre 123rd year of Ascendancy at 09:05 Killed by armoured skeleton warrior at level 21 on the 11st Pyre 123rd year of Ascendancy at 23:43 Killed by ghoul at level 21 on the 12nd Pyre 123rd year of Ascendancy at 03:36 Killed by ghoul at level 21 on the 12nd Pyre 123rd year of Ascendancy at 03:47 Killed by Lord of Skulls (warrior) at level 21 on the 12nd Pyre 123rd year of Ascendancy at 04:21 Killed by armoured skeleton warrior at level 21 on the 12nd Pyre 123rd year of Ascendancy at 05:25 Killed by orc soldier at level 23 on the 17th Pyre 123rd year of Ascendancy at 13:42 Killed by Lashing Tentacle at level 23 on the 17th Pyre 123rd year of Ascendancy at 21:51 Killed by fiery orc wyrmic at level 23 on the 18th Pyre 123rd year of Ascendancy at 01:05 Killed by Golbug the Destroyer at level 24 on the 18th Pyre 123rd year of Ascendancy at 13:45 Killed by Golbug the Destroyer at level 24 on the 18th Pyre 123rd year of Ascendancy at 14:51 |
Primary Stats
Strength | 30 (base 16) |
Dexterity | 17 (base 10) |
Constitution | 39 (base 34) |
Magic | 76 (base 48) |
Willpower | 41 (base 28) |
Cunning | 36 (base 11) |
Resources
Life | 548/548 |
Mana | 288/288 |
Healing Factor | 1.616254336803 |
Regeneration | 8.4853352682159 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.851795037758% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 1 |
Offense: Mainhand
Damage | 33 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Arcane | +67% |
Cold | +36% |
All | 0% |
Lightning | +40% |
Light | +15% |
Physical | +8% |
Darkness | +25% |
Fire | +35% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +30% |
Arcane | +45% |
Fire | +25% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 35 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 36 |
Mental Save | 32 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 41%( 70%) |
All | + 9%( 70%) |
Darkness | + 45%( 70%) |
Light | + 13%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 33%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 93% |
Teleport Resistance | 10% |
Stun Resistance | 46% |
Blind Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 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: 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 (41 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 4 turns and blocking 179 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 Magic stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Feather Wind |
talent | Aether Permeation |
talent | Disruption Shield |
talent | Pure Aether |
talent | Shielding |
talent | Arcane Power |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (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 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Veludheth the vampire. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Bungle. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by orc soldier. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning 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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Armour: +3 Changes stats: +6 Lck / +4 Dex Changes damage: +6% lightning Stealth bonus: +7 Maximum stamina: +30.00 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 94, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 258.75 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +4% lightning / +5% temporal / +4% light / +26% fire / +6% nature / +4% acid / +7% blight / +5% cold / +20% darkness Changes damage: +8% acid / +10% darkness / +9% lightning / +11% cold / +5% arcane / +10% fire Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Healing mod.: +5% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +15 (+6 eff.) Physical power: +5 (+3 eff.) Changes stats: +5 Str Changes resistances: +5% arcane It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 265 physical damage Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% cold Changes damage: +12% arcane Talent granted: +1 Command Staff Mental save: +6 (+3 eff.) Teleport immunity: +10% Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 106.49 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +40 (+15 eff.) Changes stats: +2 Dex / +2 Mag Physical save: +25 (+8 eff.) Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 4 turns and blocking 59 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 Dexterity 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. |
![]() 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: 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 212 damage for 4 turns. Its effects scale with your Strength 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+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. |
![]() 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 (+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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +6 Con Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +3% light Infravision radius: +2 It can be used to create a shield absorbing up to 258 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 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 Bungle the Higher Archmage level 23
13rd Pyre 123rd year of Ascendancy at 21:45 see stats
By Bungle the Higher Archmage level 20
6th Pyre 123rd year of Ascendancy at 03:16 see stats
By Bungle the Higher Archmage level 25
22nd Pyre 123rd year of Ascendancy at 16:28 see stats
By Bungle the Higher Archmage level 14
74th Dusk 122nd year of Ascendancy at 02:47 see stats
By Bungle the Higher Archmage level 24
18th Pyre 123rd year of Ascendancy at 14:59 see stats
By Bungle the Higher Archmage level 19
5th Pyre 123rd year of Ascendancy at 03:40 see stats
By Bungle the Higher Archmage level 10
2nd Dusk 122nd year of Ascendancy at 17:14 see stats
By Bungle the Higher Archmage level 20
5th Pyre 123rd year of Ascendancy at 22:26 see stats
By Bungle the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:45 see stats
By Bungle the Higher Archmage level 19
68th Regrowth 123rd year of Ascendancy at 06:17 see stats
By Bungle the Higher Archmage level 19
4th Pyre 123rd year of Ascendancy at 15:49 see stats
By Bungle the Higher Archmage level 25
18th Pyre 123rd year of Ascendancy at 17:09 see stats
By Bungle the Higher Archmage level 17
64th Regrowth 123rd year of Ascendancy at 08:06 see stats
By Bungle the Higher Archmage level 17
13rd Haze 122nd year of Ascendancy at 08:31 see stats
By Bungle the Higher Archmage level 21
12nd Pyre 123rd year of Ascendancy at 06:36 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the south (Orcs patrol)).
Today is the 29th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 30th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Ran for 3 turns (stop reason: hostile spotted to the south (Orcs patrol)).
Today is the 31st Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Ran for 2 turns (stop reason: hostile spotted to the west (Orcs patrol)).
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 33rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
There is a Gates of Morning (Town) here (press '' or right click to use).
You cannot use items on the world map.
You cannot use items on the world map.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Saving game...
Saving done.