Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 19 / 74% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 7 on the 2nd Mirth 122nd year of Ascendancy at 14:29 0 / 7Killed by brecklorn at level 14 on the 37th Haze 122nd year of Ascendancy at 18:14 Killed by Xerykira the treant at level 15 on the 38th Haze 122nd year of Ascendancy at 12:16 Killed by Horned Horror at level 15 on the 38th Haze 122nd year of Ascendancy at 19:12 Killed by giant fire ant at level 17 on the 69th Haze 122nd year of Ascendancy at 11:46 Killed by Ericamental at level 18 on the 71st Haze 122nd year of Ascendancy at 16:01 Killed by gigantic corrosive tunneler at level 19 on the 10th Allure 123rd year of Ascendancy at 13:10 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 20) |
Magic | 65 (base 47) |
Willpower | 37 (base 28) |
Cunning | 11 (base 11) |
Resources
Life | -25/344 |
Mana | 78/262 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 49 |
Accuracy | 13 |
Crit Chance | 4% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 28.15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +9% |
Physical | +14% |
Cold | +34% |
Lightning | +36% |
Mind | +10% |
Arcane | +36% |
Fire | +48% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 17 (50%) |
Defense | 13.35 |
Ranged Defense | 13.35 |
Fatigue | 1 |
Physical Save | 10.85 |
Spell Save | 33.35 |
Mental Save | 26.9 |
Defense: Resistances
Mind | + 8%( 70%) |
Cold | + 5%( 70%) |
Physical | + 5%( 70%) |
Arcane | + 7%( 70%) |
Fire | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 57 damage for 3 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 757% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/50 |
Spell / Air | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Spellcraft |
talent | Shielding |
talent | Arcane Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by wolf. Escort: lost anorithil (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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's current energy level is: 20. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed red crystal shard. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | blood-soaked pair of rough leather boots of speed (0 def, 1 armour) blood-soaked pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 Armour: +1 Fatigue: +1% Movement speed: +20% A pair of boots made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.0 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 28.96 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
On head | insulating linen wizard hat of fire (+22%) (1 def, 0 armour) insulating linen wizard hat of fire (+22%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% cold / +22% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | conjurer's steel ring of pilfering conjurer's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +10 Changes stats: +4 Wil / +5 Mag Spellpower: +7 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +3 Mag Spell save: +6 Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
Around waist | spiritwalker's hardened leather belt spiritwalker's hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.15 Maximum mana: +31.00 A belt that goes around your waist. |
In main hand | Staff of Destruction (20-24 power, 4 apr, fire damage) Staff of Destruction (20-24 power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
On hands | heroic dwarven-steel gauntlets of magic (+3) (0 def, 6 armour) heroic dwarven-steel gauntlets of magic (+3) (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Mag Changes damage: +5% arcane Mental save: +7 Maximum life: +42.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | cashmere robe of power (2 def, 0 armour) cashmere robe of power (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes damage: +9% physical / +5% arcane / +11% fire / +8% cold / +10% lightning / +5% acid / +10% nature / +9% blight Spellpower: +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.5 Power cost: 50 out of 50/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 130.17 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | 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: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Amulets can have magical properties. |
Inventory
healing infusion (heal 165) healing infusion (heal 165)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 165 life. 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. |
manasurge rune of the psychic (851% regen over 10 turns; 43 instant mana) manasurge rune of the psychic (851% regen over 10 turns; 43 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 851% over 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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 ability. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused 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 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. |
gladiator's steel ring of misery gladiator's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +2 Cun / +5 Con Damage when the wearer hits(melee): 11 gloom / 22 bleed Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's gold ring of blight (+11%)marksman's gold ring of blight (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +24.00 Rings can have magical properties. |
titan's steel ring of perseverance titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +1.10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Armethel (45-72 power, 2 apr)Armethel (45-72 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Con Infravision radius: +2 See invisible: +6 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Brightwinter (23-36.8 power, 2 apr)Brightwinter (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 33% mind When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% lightning Changes damage: +3% light Light radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword (21.5-34.4 power, 2 apr)steel greatsword (21.5-34.4 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace (16-22.4 power, 3 apr)steel mace (16-22.4 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, mind damage)vined mindstar (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. blighted yew starstaff of invocation (20-24 power, 4 apr, physical damage)blighted yew starstaff of invocation (20-24 power, 4 apr, physical damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 5 infective blight Changes damage: +20% physical Talent granted: +1 Command Staff Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +11.00 Spellpower: +15 Spell crit. chance: +3% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff (15-18 power, 3 apr, lightning damage)cruel ash magestaff (15-18 power, 3 apr, lightning damage) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. huntsman's steel waraxe of ruin (8.5-11.9 power, 3 apr)huntsman's steel waraxe of ruin (8.5-11.9 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 8.5 - 11.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +6% Animal When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Critical mult.: +11.00% One-handed war axes. |
hardened leather belt of unlife hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Olaregodan the linen cloak (1 def, 6 armour) Olaregodan the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Str / +1 Con Changes resistances: +11% cold Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of the mind (+12%) (0 def, 0 armour)spellwoven woollen robe of the mind (+12%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% mind Spell save: +17 Spellpower: +3 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restful rough leather gloves of strength (+2) (0 def, 1 armour) restful rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour) miner's iron helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour) stabilizing rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +11 A cap made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. spellplated dwarven-steel shield (8 def, 2 armour, 84.5 block)spellplated dwarven-steel shield (8 def, 2 armour, 84.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +4 Wil Talent granted: +3 Block Spell save: +5 Mental save: +7 Handheld deflection devices |
aquamarine 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. |
2 opal 2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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 old Sher'tul places of power, any items dropped inside is 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. |
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. |
This item will automatically be transmogrified when you leave the level. overpowered ash wand of illumination [power 10] (8 cooldown)overpowered ash wand of illumination [power 10] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 10), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
Achievements
By Ericamental the Higher Archmage level 18
73rd Haze 122nd year of Ascendancy at 09:09 see stats
By Ericamental the Higher Archmage level 13
43rd Dusk 122nd year of Ascendancy at 12:16 see stats
By Ericamental the Higher Archmage level 17
69th Haze 122nd year of Ascendancy at 12:42 see stats
By Ericamental the Higher Archmage level 18
73rd Haze 122nd year of Ascendancy at 08:41 see stats
By Ericamental the Higher Archmage level 10
1st Flare 122nd year of Ascendancy at 03:22 see stats
By Ericamental the Higher Archmage level 2
75th Pyre 122nd year of Ascendancy at 01:02 see stats
By Ericamental the Higher Archmage level 13
73rd Dusk 122nd year of Ascendancy at 06:05 see stats
By Ericamental the Higher Archmage level 5
77th Pyre 122nd year of Ascendancy at 07:52 see stats
By Ericamental the Higher Archmage level 18
73rd Haze 122nd year of Ascendancy at 09:09 see stats
By Ericamental the Higher Archmage level 17
68th Haze 122nd year of Ascendancy at 03:34 see stats
By Ericamental the Higher Archmage level 18
71st Haze 122nd year of Ascendancy at 16:02 see stats
Log
Ericamental casts Flame.
Ericamental hits Brittle clear ooze for 196 fire damage.
Ericamental killed Brittle clear ooze!
Gigantic corrosive tunneler misses Ericamental.
Talent Lightning is ready to use.
Ericamental casts Manathrust.
You collect a new ingredient: sandworm tooth.
Ericamental hits Gigantic corrosive tunneler for 277 arcane damage.
Ericamental killed Gigantic corrosive tunneler!
Your shield crumbles under the damage!
The shield around Ericamental crumbles.
Gigantic corrosive tunneler's acid area effect hits Yellow jelly for 58 acid damage.
Gigantic corrosive tunneler's acid area effect hits Ericamental for (33 absorbed), 24 acid (24 total damage).
Ericamental stops regenerating health quickly.
Ericamental casts Lightning.
Ericamental hits Yellow jelly for 281 lightning damage.
Ericamental killed Yellow jelly!
Gigantic corrosive tunneler's acid area effect hits Ericamental for 58 acid damage.
Talent Flame is ready to use.
The fabric of space around Ericamental stabilizes to normal.
Gigantic corrosive tunneler's acid area effect hits Ericamental for 58 acid damage.
Gigantic corrosive tunneler's acid area effect hits Ericamental for 58 acid damage.
Talent Manathrust is ready to use.
Saving game...