Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Solipsist |
| Level / Exp | 19 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Half-Finished Bone Giant at level 4 on the 76th Pyre 122nd year of Ascendancy at 07:48 2 / 3Killed by Xanota the elven warrior at level 18 on the 65th Dusk 122nd year of Ascendancy at 11:02 Killed by Cyrivena the gigantic sandworm tunneler at level 19 on the 73rd Dusk 122nd year of Ascendancy at 23:41 |
Primary Stats
| Strength | 38 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 53 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 53 (base 47) |
| Cunning | 31 (base 30) |
Resources
| Life | 493/493 |
| Psi | 320/320 |
| Psi_feedback | 110/110 |
| Healing Factor | 1 |
| Regeneration | 1.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 34 |
| Crit Chance | 13% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 34 |
| Crit Chance | 13% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 18.35 |
| Ranged Defense | 21.675 |
| Fatigue | 10 |
| Physical Save | 32.18325 |
| Spell Save | 33.55 |
| Mental Save | 29.7 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 72.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 |
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 |
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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
Equipment
| On feet | pair of dwarven-steel boots &039; (5 def, 4 armour) pair of dwarven-steel boots &039; (5 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +4 Defense: +5 Ranged Defense: +5 Fatigue: +3% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 light / 4 lightning Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% light Changes damage: +9% lightning It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | brass lantern &039; brass lantern &039;Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +12% nature Spell save: +10 Vim when firing critical spell: +1.00 Maximum life: +44.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Belina (1 def, 0 armour) Belina (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +3% fire Grants telepathy: Humanoid/Orc Mental save: +6 Equilibrium when hit: +0.12 Psi when hit: +0.08 Mindpower: +6 A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves of the juggernaut (0 def, 2 armour) hardened leather gloves of the juggernaut (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Con Physical save: +14 Spell save: +5 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 22% and provides 11% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Erelurek the steel torque of psychoportation [power 30] (27 cooldown) Erelurek the steel torque of psychoportation [power 30] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight / 12 acid Changes resistances penetration: +5% acid Spellpower: +4 It can be used to teleport randomly (rad 30), placing all other charms into a 27 cooldown. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +14 Changes stats: +11 Str / +12 Con Changes resistances penetration: +10% arcane Changes damage: +6% darkness / +6% arcane Spell save: +12 Maximum stamina: +15.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
| In main hand | Dagorim the vined mindstar (5-5.5 power, 18 apr, mind damage) Dagorim the 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% On weapon hit: * 40% chance to cause random insanity Burst (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 4 mind / 12 acid Changes resistances penetration: +10% mind Life regen: +1.10 Maximum life: +26.00 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. |
| Around waist | Uruderomifang the hardened leather belt Uruderomifang the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% blight Changes resistances penetration: +15% blight Mana each turn: +0.08 Maximum life: +51.00 A belt that goes around your waist. |
| In off hand | Lavahash (4-4.4 power, 18 apr, mind damage) Lavahash (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 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% On weapon hit: * 40% chance to cause random insanity Burst (radius 1) on hit: +4 mind When wielded/worn: Changes damage: +6% fire Mindpower: +8 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. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.00(-) Cunning / Stealth Confusion immunity: +30% Fear immunity: +30% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
biting gale rune (69 cold damage; 20 apply power) biting gale rune (69 cold damage; 20 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 69.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
biting gale rune of the warrior (79 cold damage; 42 apply power) biting gale rune of the warrior (79 cold damage; 42 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 78.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 42. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 51) teleportation rune (range 51)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 87) teleportation rune of the warrior (range 87)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet &039; steel amulet &039;Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% nature / +12% light / +12% darkness Blindness immunity: +40% Knockback immunity: +5% Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
steel amulet &039; steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str / +1 Wil / +2 Con Changes resistances: +5% physical Stamina each turn: +0.40 See invisible: +6 Amulets can have magical properties. |
steel amulet of cunning (+2) steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 28 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Zanolach the Swampwell Zanolach the SwampwellPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes damage: +15% nature Critical mult.: +5.00% Spellpower: +7 Mindpower: +6 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
marksman& marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
psionicist& psionicist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
titan& titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
iron longsword &039; (10-14 power, 10 apr) iron longsword &039; (10-14 power, 10 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +15% When wielded/worn: Changes stats: +2 Dex Sharp, long, and deadly. |
Gilydraneg the vined mindstar (5.5-6.05 power, 18 apr, nature damage) Gilydraneg the vined mindstar (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +2 Changes stats: +2 Dex Physical save: +2 Spell save: +3 Mental save: +4 Equilibrium when hit: +0.70 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. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of illumination (20-24 power, 4 apr, blight element)cruel yew vilestaff of illumination (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 Effects on melee hit: * 5% chance to blind Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +9 Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 39.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Glodhessra the rough leather belt Glodhessra the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun Physical save: +6 Mental save: +6 Maximum psi: +30.00 Mindpower: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather beltgrounding hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +7% temporal A belt that goes around your waist. |
monstrous hardened leather belt of transcendence monstrous hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 Changes stats: +4 Str / +5 Con Physical save: +20 Mindpower: +8 Size category: +1 A belt that goes around your waist. |
linen cloak &039; (1 def, 0 armour) linen cloak &039; (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun Changes resistances: +12% darkness / +11% temporal Spell save: +15 Mana when firing critical spell: +1.00 Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 9 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emetira (3 def, 0 armour) Emetira (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when hit (Melee): 20 blight Changes stats: +5 Mag / +5 Wil Changes resistances: +22% light / +9% blight Changes resistances penetration: +13% darkness / +17% physical Changes damage: +17% physical / +11% darkness / +15% light Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum hate: +11.00 Spellpower: +16 Mindpower: +9 Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer& dreamer&Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +10% mind / +24% darkness Changes damage: +8% all Physical save: +17 Spell save: +14 Mental save: +26 Spellpower: +11 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. |
woollen robe of the mind (+11%) (0 def, 0 armour) woollen robe of the mind (+11%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarrobar the Shadeclash (0 def, 1 armour) Tarrobar the Shadeclash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% acid Changes damage: +3% darkness Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. naturalist&naturalist& Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 nature Changes resistances: +7% nature Changes damage: +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist& naturalist&Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +3% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duridig the iron helm (0 def, 3 armour) Duridig the iron helm (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 Str Grants telepathy: Humanoid/Orc Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +5% cold Allows you to breathe in: water A cap made of leather. |
iron helm &039; (0 def, 3 armour) iron helm &039; (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Mag / +3 Con Spell save: +9 Spellpower: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mountain (+10%) (1 def, 0 armour) linen wizard hat of the mountain (+10%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% physical Changes damage: +10% physical A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of acid resistance (5 def, 11 armour)dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +18% acid A suit of armour made of metal plates. |
impenetrable steel plate armour of temporal resistance (4 def, 20 armour) impenetrable steel plate armour of temporal resistance (4 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +4 Fatigue: +22% Changes resistances: +19% temporal A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Bethima the quiver of yew arrows (21/53, 29-40.6 power, 10 apr)Bethima the quiver of yew arrows (21/53, 29-40.6 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Str Damage type: Arcane Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 53 On weapon hit: * 40% chance to corrode armor Damage (Ranged): +4 acid / +4 arcane Burst (radius 1) on hit: +4 acid / +4 arcane When wielded/worn: Ammo reloads per turns: +3 Arrows are used with bows to pierce your foes to death. |
99 alchemist agate 99 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. |
8 aquamarine 8 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. |
6 opal 6 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. |
6 topaz 6 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 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 Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
steel torque of thermal psionic shield &039; [power 31] (15 cooldown) steel torque of thermal psionic shield &039; [power 31] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid / +3% nature Changes damage: +6% mind Maximum psi: +20.00 Mindpower: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 31 for 7 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
Sepsissever [power 2] (9 cooldown) Sepsissever [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 nature / 8 light Changes resistances: +9% nature It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 9 cooldown. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
Aerurath [power 9] (6 cooldown) Aerurath [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight Talent granted: +2 Volcano Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
This item will automatically be transmogrified when you leave the level. ash wand of clairvoyance &039; [power 10] (6 cooldown)ash wand of clairvoyance &039; [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances penetration: +5% blight Changes damage: +3% blight / +9% temporal Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of clairvoyance [power 10] (6 cooldown) defiled ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +10.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine 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. |
zircon 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
Ay ay captain! (Madness (Adventure) difficulty)
Turn into a pirate!By Too Ghoul for School the Ghoul Solipsist level 3
75th Pyre 122nd year of Ascendancy at 06:55 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Too Ghoul for School the Ghoul Solipsist level 10
7th Dusk 122nd year of Ascendancy at 17:19 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Too Ghoul for School the Ghoul Solipsist level 10
7th Dusk 122nd year of Ascendancy at 17:18 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Too Ghoul for School the Ghoul Solipsist level 9
10th Flare 122nd year of Ascendancy at 11:24 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Too Ghoul for School the Ghoul Solipsist level 16
39th Dusk 122nd year of Ascendancy at 11:18 see stats
Log
Too Ghoul for School hits Something for 213 mind damage.
Talent Rune: Heat Beam is ready to use.
Too Ghoul for School receives 1 healing (1 psi heal).
Something performs a melee critical strike against Thought-forged warrior!
Something hits Too Ghoul for School for (8 absorbed), 0 fire (0 total damage).
Something hits Thought-forged warrior for 200 physical damage.
Too Ghoul for School deactivates Thought-Form: Warrior.
Something killed Thought-forged warrior!
Too Ghoul for School uses Retch.
Talent Mind Sear is ready to use.
The shield around Too Ghoul for School crumbles.
Too Ghoul for School receives 1 healing (1 psi heal).
Something performs a melee critical strike against Too Ghoul for School!
Something performs a melee critical strike against Too Ghoul for School!
Too Ghoul for School is dazed!
Too Ghoul for School converts some damage to Psi!
Something hits Too Ghoul for School for 99 to psi, (22 resilience), 246 physical, 8 fire, 0 to psi, 175 physical (528 total damage).
Too Ghoul for School&DARK_GREENLASTLASTToo Ghoul for School hits Something for 24 acid, 12 light, 12 blight, 3 lightning, 4 mind, 24 acid, 12 light, 12 blight, 3 lightning, 4 mind (111 total damage).
Too Ghoul for School the level 19 ghoul solipsist was pierced to death by Cyrivena the gigantic sandworm tunneler on level 1 of Sandworm lair.
You have 2 life(s) left.
Too Ghoul for School deactivates Yarrrr!!.
Too Ghoul for School deactivates Lucid Dreamer.
Too Ghoul for School is not dazed anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Too Ghoul for School!
Saving done.
