Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 26 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 7 on the 2nd Mirth 122nd year of Ascendancy at 01:43 0 / 7Killed by Dageann the human at level 12 on the 34th Dusk 122nd year of Ascendancy at 20:10 Killed by Shardskin at level 16 on the 9th Decay 122nd year of Ascendancy at 22:00 Killed by will o' the wisp at level 18 on the 15th Regrowth 123rd year of Ascendancy at 21:43 Killed by Monkeymage2 at level 25 on the 55th Haze 123rd year of Ascendancy at 09:34 Killed by Velemina the elven warrior at level 26 on the 66th Haze 123rd year of Ascendancy at 04:06 Killed by elven corruptor at level 26 on the 34th Pyre 124th year of Ascendancy at 12:24 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 1.046461982602 (base 10) |
| Constitution | 13.620904618042 (base 11) |
| Magic | 81 (base 57) |
| Willpower | 80 (base 51) |
| Cunning | 17 (base 11) |
Resources
| Life | -3/358 |
| Mana | 251/415 |
| Healing Factor | 1.1 |
| Regeneration | 1.705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 0 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 21% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 45.266666666667 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +6% |
| Cold | +6% |
| All | 0% |
| Lightning | +41% |
| Light | +10% |
| Mind | +10% |
| Fire | +15% |
| Nature | +30% |
Offense: Damage Penetration
| Nature | +15% |
| Lightning | +40% |
Defense: Base
| Armour (hardiness) | 18 (70%) |
| Defense | 12.866261693911 |
| Ranged Defense | 12.866261693911 |
| Fatigue | 0 |
| Physical Save | 42.236339589353 |
| Spell Save | 57.813900717248 |
| Mental Save | 48.983333333333 |
Defense: Resistances
| Physical | + 5%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 30%( 70%) |
| Blight | + 10%( 80%) |
| Arcane | + 10%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 470.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 270 life. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1005% over 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 222 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Hurricane |
| talent | Tempest |
| talent | Arcane Power |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Chant of Fortitude |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 10 and doing 35.95 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 34.14 blight damage per turn. Rotting Disease |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 177. | 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 |
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 has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 mummified bone. * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | wanderer's pair of rough leather boots of spellbinding (0 def, 1 armour) wanderer's pair of rough leather boots of spellbinding (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +1 Con Physical save: +5 Spell save: +2 Mental save: +6 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 65 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | psionicist's steel ring of perseverance psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
| On fingers | conjurer's steel ring of physical power conjurer's steel ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +5 Wil / +5 Mag Spellpower: +7 Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Changes stats: +3 Mag Critical mult.: +7.00% Mana each turn: +0.37 Maximum mana: +26.00 A belt that goes around your waist. |
| In main hand | potent elven-wood magestaff of illumination (33-39.6 power, 5 apr, lightning damage) potent elven-wood magestaff of illumination (33-39.6 power, 5 apr, lightning damage)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +33% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 88.05 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Pyretrail' (0 def, 2 armour) hardened leather gloves 'Pyretrail' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +6 Con Damage when the wearer hits(melee): 4 lightning / 10 cold Changes resistances: +7% cold Changes damage: +6% cold / +15% fire Physical save: +11 Spell save: +8 Mental save: +12 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 slime / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | spellcowled cashmere cloak of sorcery (2 def, 0 armour) spellcowled cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil / +5 Mag Spell save: +7 Maximum mana: +54.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of magic (+4) restful steel amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Mag Life regen: +0.40 Amulets can have magical properties. |
Inventory
movement infusion of the wizard (753% speed; 4 turns) movement infusion of the wizard (753% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Maximum mana: +25.00 Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's gold ring of life mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +20 Life regen: +0.90 Maximum life: +40.00 Healing mod.: +12% Rings can have magical properties. |
psionicist's copper ring of sensing psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Blindness immunity: +22% See stealth: +6 See invisible: +7 Rings can have magical properties. |
wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 corrupted blood When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Glintonslaught (25-30 power, 5 apr, fire damage) Glintonslaught (25-30 power, 5 apr, fire damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 arcane Changes resistances penetration: +15% blight Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +5.00% Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +12 Spell crit. chance: +4% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, gravity pin damage) Gravitational Staff (30-36 power, 8 apr, gravity pin damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +12% temporal Talent masteries: +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spells center and inflicts 74.97 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback. The damage dealt will scale with your Paradox and Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 1.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 14% chance to completely evade them for 13 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% 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. |
Bindings of Eternal Night (0 def, 7 armour) Bindings of Eternal Night (0 def, 7 armour)Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +7 Changes stats: +5 Mag / +5 Wil Damage when the wearer is hit: 10 blight Changes resistances: -20% fire / +30% blight / +30% darkness / -20% light Poison immunity: +100% Disease immunity: +100% Life regen: +0.30 Light radius: -1 The wearer is treated as an undead. Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
7 agate 7 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 Gems can be sold for money or used in arcane rituals. |
426 alchemist agate 426 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 onyx 3 onyx0.00 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 Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
13 opal 13 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 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
7 emerald 7 emerald0.00 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 Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet 9 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% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
5 amethyst 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% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 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% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Monkeymage2 the Higher Archmage level 17
2nd Wintertide 123rd year of Ascendancy at 06:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Monkeymage2 the Higher Archmage level 14
30th Haze 122nd year of Ascendancy at 13:36 see stats
Exterminator
Killed 1000 creatures.By Monkeymage2 the Higher Archmage level 17
3rd Regrowth 123rd year of Ascendancy at 11:15 see stats
Fear me not!
Survived the Fearscape!By Monkeymage2 the Higher Archmage level 23
32nd Dusk 123rd year of Ascendancy at 03:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Monkeymage2 the Higher Archmage level 17
2nd Wintertide 123rd year of Ascendancy at 03:14 see stats
Level 10
Got a character to level 10.By Monkeymage2 the Higher Archmage level 10
2nd Summertide 122nd year of Ascendancy at 11:43 see stats
Level 20
Got a character to level 20.By Monkeymage2 the Higher Archmage level 20
40th Pyre 123rd year of Ascendancy at 19:57 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Monkeymage2 the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:13 see stats
Poisonous
Sided with the assassin lord.By Monkeymage2 the Higher Archmage level 11
12nd Dusk 122nd year of Ascendancy at 17:50 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Monkeymage2 the Higher Archmage level 26
66th Haze 123rd year of Ascendancy at 10:46 see stats
The Arena
Unlocked Arena mode.By Monkeymage2 the Higher Archmage level 8
2nd Mirth 122nd year of Ascendancy at 21:07 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Monkeymage2 the Higher Archmage level 13
79th Dusk 122nd year of Ascendancy at 11:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Monkeymage2 the Higher Archmage level 20
42nd Pyre 123rd year of Ascendancy at 09:02 see stats
Log
Elven cultist casts Virulent Disease.
Monkeymage2 shrugs off the effect 'Weakness Disease'!
Elven corruptor casts Drain.
Chain Lightning is still on cooldown for 5 turns.
Monkeymage2 casts Flameshock.
Monkeymage2's spell attains critical power!
Elven cultist is stunned by the burning flame!
Gwelgoroth hits elven cultist for 102 lightning damage.
Elven corruptor hits Monkeymage2 for 0 blight damage.
Monkeymage2 stops burning.
Elven cultist hits Monkeymage2 for 0 blight damage.
Elven cultist hits Monkeymage2 for 7 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Your shield crumbles under the damage!
The shield around Monkeymage2 crumbles.
Elven cultist hits Monkeymage2 for 36 blight damage.
Elven corruptor casts Soul Rot.
Monkeymage2 casts Shock.
Elven corruptor hits Monkeymage2 for 150 blight damage.
Elven cultist slows down.
Monkeymage2 hits elven cultist for 8 light, 26 nature, 5 nature damage (total 37.91).
Elven cultist hits Monkeymage2 for 8 blight damage.
Elven cultist hits Monkeymage2 for 23 arcane, 33 blight damage (total 54.92).
Elven corruptor casts Blood Spray.
Saving done.
Saving done.
Saving game...
