












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 33 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 2nd Mirth 122nd year of Ascendancy at 17:07 0 / 8Killed by Emelytta the hummerhorn at level 16 on the 33rd Dusk 122nd year of Ascendancy at 03:32 Killed by worm that walks at level 16 on the 33rd Dusk 122nd year of Ascendancy at 16:54 Killed by rogue at level 21 on the 8th Regrowth 123rd year of Ascendancy at 19:10 Killed by armoured skeleton warrior at level 29 on the 12nd Pyre 123rd year of Ascendancy at 17:34 Killed by Porilenor the whitehoof maulotaur at level 32 on the 39th Pyre 123rd year of Ascendancy at 01:29 Killed by Cultist at level 32 on the 50th Pyre 123rd year of Ascendancy at 07:03 Killed by Saloriana the ice wyrm at level 33 on the 54th Pyre 123rd year of Ascendancy at 08:15 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 76 (base 60) |
| Cunning | 29 (base 21) |
Resources
| Life | -127/656 |
| Mana | 113/732 |
| Vim | 188/228 |
| Healing Factor | 1.1491526171257 |
| Regeneration | 0.28728815428143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.0206059048178E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 19 |
| Crit Chance | 21% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +20% |
| Temporal | +3% |
| Mind | +17% |
| Lightning | +69% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +55% |
| Nature | +45% |
| Fire | +30% |
| Mind | +31% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 3 |
| Physical Save | 34 |
| Spell Save | 55 |
| Mental Save | 52 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Temporal | + 18%( 70%) |
| Nature | + 14%( 70%) |
| Arcane | + 30%( 70%) |
| Acid | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
| Poison Resistance | 50% |
| Confusion Resistance | 13% |
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 470 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: 22 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 131 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 1232% for 10 turns (76 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% 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 Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
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 |
You failed to protect the lone alchemist from death by Zephros Basilius. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost defiler from death by Shardskin. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Mayidann the giant red ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by gwelgoroth. Escort: repented thief (level 1 of Old Forest) | failed |
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 talent Misdirection (+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 |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 10. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of rough leather boots 'Ulfyleg' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 arcane / 4 blight Changes stats: +1 Mag Spell crit. chance: +4% Infravision radius: +2 A pair of boots made of leather. |
| Light source | Smoldersquall the alchemist's lampPowered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +5 Mag Changes resistances penetration: +5% fire Changes damage: +3% temporal / +3% fire Mental save: +8 (+3 eff.) Maximum life: +52.00 Spellpower: +7 (+2 eff.) Light radius: +6 See stealth: +8 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cracklewyrd the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +2 Wil / +2 Con Changes resistances: +6% lightning / +12% temporal / +8% nature Changes resistances penetration: +10% lightning Physical save: +8 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +17 (+6 eff.) Maximum life: +73.00 Light radius: +1 Healing mod.: +13% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | savior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +7 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel lapis lazuli ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Defense: +16 (+5 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | reinforced hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +7 (+3 eff.) Changes stats: +2 Wil Physical save: +18 (+8 eff.) Mental save: +5 (+2 eff.) Maximum life: +49.00 A belt that goes around your waist. |
| In main hand | potent elven-wood magestaff of wizardry (35-42 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Maximum mana: +45.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of war-making (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Critical mult.: +9.00% Mental save: +12 (+4 eff.) Maximum life: +40.00 Spell crit. chance: +8% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chargevenom (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +15% acid / +7% all Changes resistances penetration: +6% mind / +20% lightning Changes damage: +12% lightning / +7% mind / +6% acid Psi each turn: +0.39 Maximum psi: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Around neck | mindweaver's gold amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +1 Mag Mental save: +6 (+2 eff.) Confusion immunity: +13% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +33.00 Mindpower: +8 (+2 eff.) Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +16% blight Damage against: +16% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. It was hardened by the digestive sack. |
Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
dreamer's cashmere robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% darkness / +10% mind / +11% all Changes damage: +7% all Physical save: +13 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+8 eff.) Spellpower: +12 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
75 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. |
2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
10 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Zephros Basilius the Higher Archmage level 30
16th Pyre 123rd year of Ascendancy at 07:10 see stats
A living one! (Nightmare (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Zephros Basilius the Higher Archmage level 33
52nd Pyre 123rd year of Ascendancy at 03:27 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Zephros Basilius the Higher Archmage level 23
10th Regrowth 123rd year of Ascendancy at 22:35 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zephros Basilius the Higher Archmage level 17
42nd Dusk 122nd year of Ascendancy at 04:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Zephros Basilius the Higher Archmage level 22
9th Regrowth 123rd year of Ascendancy at 17:35 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zephros Basilius the Higher Archmage level 31
31st Pyre 123rd year of Ascendancy at 11:20 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Zephros Basilius the Higher Archmage level 33
54th Pyre 123rd year of Ascendancy at 00:00 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zephros Basilius the Higher Archmage level 31
37th Pyre 123rd year of Ascendancy at 04:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zephros Basilius the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 20:06 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zephros Basilius the Higher Archmage level 20
52nd Haze 122nd year of Ascendancy at 04:19 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Zephros Basilius the Higher Archmage level 30
12nd Pyre 123rd year of Ascendancy at 20:55 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Zephros Basilius the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:44 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zephros Basilius the Higher Archmage level 23
56th Regrowth 123rd year of Ascendancy at 05:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Zephros Basilius the Higher Archmage level 25
4th Pyre 123rd year of Ascendancy at 02:26 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zephros Basilius the Higher Archmage level 12
10th Mirth 122nd year of Ascendancy at 15:13 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Zephros Basilius the Higher Archmage level 22
9th Regrowth 123rd year of Ascendancy at 11:18 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Zephros Basilius the Higher Archmage level 30
13rd Pyre 123rd year of Ascendancy at 12:34 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zephros Basilius the Higher Archmage level 19
51st Haze 122nd year of Ascendancy at 13:56 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Zephros Basilius the Higher Archmage level 32
50th Pyre 123rd year of Ascendancy at 07:04 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zephros Basilius the Higher Archmage level 29
12nd Pyre 123rd year of Ascendancy at 20:55 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Zephros Basilius the Higher Archmage level 31
37th Pyre 123rd year of Ascendancy at 08:23 see stats
Log
Talent Shock is ready to use.
Zephros Basilius reflects damage back to Saloriana the ice wyrm!
Zephros Basilius receives 63 healing from Temporal Restoration Field.
Demonic Cut from Saloriana the ice wyrm hits Zephros Basilius for (32 absorbed), 0 darkness (0 total damage).
Zephros Basilius hits Saloriana the ice wyrm for 32 reflected damage.
Thunderstorm hits Saloriana the ice wyrm for 83 lightning damage.
Saloriana the ice wyrm's Fan of Knives performs a melee critical strike against Zephros Basilius!
Greater Weapon Focus from Saloriana the ice wyrm performs a melee critical strike against Zephros Basilius!
Your shield crumbles under the damage!
The shield around Zephros Basilius crumbles.
Greater Weapon Focus from Saloriana the ice wyrm performs a melee critical strike against Zephros Basilius!
Greater Weapon Focus from Saloriana the ice wyrm performs a melee critical strike against Zephros Basilius!
Zephros Basilius reflects damage back to Saloriana the ice wyrm!
Saloriana the ice wyrm's Fan of Knives hits Zephros Basilius for (188 absorbed), 0 physical (0 total damage).
Saloriana the ice wyrm receives 156 healing from Saloriana the ice wyrm's Fan of Knives.
Saloriana the ice wyrm's Fan of Knives hits Zephros Basilius for 99 physical damage.
Saloriana the ice wyrm receives 156 healing from Saloriana the ice wyrm's Fan of Knives.
Saloriana the ice wyrm's Fan of Knives hits Zephros Basilius for (116 absorbed), 0 physical (0 total damage).
Saloriana the ice wyrm receives 156 healing from Saloriana the ice wyrm's Fan of Knives.
Saloriana the ice wyrm's Fan of Knives hits Zephros Basilius for 125 physical damage.
Saloriana the ice wyrm receives 156 healing from Saloriana the ice wyrm's Fan of Knives.
Saloriana the ice wyrm's Fan of Knives hits Zephros Basilius for (131 absorbed), 0 physical (0 total damage).
Saloriana the ice wyrm receives 156 healing from Saloriana the ice wyrm's Fan of Knives.
Greater Weapon Focus from Saloriana the ice wyrm hits Zephros Basilius for (102 absorbed), 0 physical, (148 absorbed), 98 physical, 238 physical, 190 physical (526 total damage).
Greater Weapon Focus from Saloriana the ice wyrm hits Saloriana the ice wyrm for 156 healing, 156 healing, 156 healing, 156 healing (0 total damage) [625 healing].
Zephros Basilius hits Saloriana the ice wyrm for 116 reflected, 188 reflected, 102 reflected, 131 reflected, 148 reflected (686 total damage).
Melee retaliation hits Saloriana the ice wyrm for 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 6 mind, 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 6 mind, 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 12 mind, 6 temporal, 4 blight, 2 arcane, 6 mind (193 total damage).
Zephros Basilius the level 33 higher archmage was squished to death by Saloriana the ice wyrm on level 2 of Branidig.
Saloriana the ice wyrm prepares for the next kill!
The furious lightning storm around Zephros Basilius calms down and disappears.
























































































