Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 14 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 13 on the 30th Dusk 122nd year of Ascendancy at 23:27 0 / 6Killed by Cyraldarin the brown bear at level 13 on the 31st Dusk 122nd year of Ascendancy at 04:43 Killed by Ivynor the grizzly bear at level 14 on the 33rd Dusk 122nd year of Ascendancy at 00:53 Killed by Silewe the brown bear at level 14 on the 33rd Dusk 122nd year of Ascendancy at 04:31 Killed by Borius, Avatar of Bearness at level 14 on the 34th Dusk 122nd year of Ascendancy at 14:51 Killed by Borius, Avatar of Bearness at level 14 on the 34th Dusk 122nd year of Ascendancy at 15:44 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 12) |
| Magic | 43 (base 40) |
| Willpower | 36 (base 30) |
| Cunning | 13 (base 10) |
Resources
| Life | -14/368 |
| Positive | 0/89 |
| Vim | 157/191 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 13 |
| Crit Chance | 10% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 33.04 |
| Ranged Defense | 36.04 |
| Fatigue | 0 |
| Physical Save | 23.375 |
| Spell Save | 26.825 |
| Mental Save | 25.575 |
Defense: Resistances
| All | 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 11% |
| Disarm Resistance | 21% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 4 Cooldown: 24 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 118 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 219 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Hexes | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Overkill |
| talent | Dark Ritual |
| talent | Blood Vengeance |
| talent | Willful Tormenter |
| beneficial effect | The target is out of phase with reality, increasing defense by 26, resist all by 26%, and reducing the duration of detrimental timed effects by 26%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 failed to protect the lost anorithil from death by Ajedarsh. Escort: lost anorithil (level 2 of Trollmire) | failed |
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 improved talent Healing Light (+1 level(s)). | done |
You failed to protect the repented thief from death by Gydhethra the rattlesnake. Escort: repented thief (level 2 of Ruins of Kor'Pul) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.& | 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 |
Equipment
| On feet | traveler& traveler&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
| Light source | watchleader& watchleader&Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +25% Confusion immunity: +11% Light radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. 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 | cashmere wizard hat &039; (6 def, 0 armour) cashmere wizard hat &039; (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +3% nature / +6% lightning Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | Yarunik the Murkquarry [power 163] (10 cooldown) Yarunik the Murkquarry [power 163] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% cold / +3% temporal Changes resistances penetration: +5% darkness Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 81-163), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior& savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | Layoretira the Shinewing Layoretira the ShinewingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +6% light Maximum encumbrance: +21 Rings can have magical properties. |
| Around waist | Dimsquall the hardened leather belt Dimsquall the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +6 Wil / +1 Con Mental save: +8 (+4 eff.) Maximum life: +46.00 A belt that goes around your waist. |
| In main hand | magelord& magelord&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: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 draining blight When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 15 arcane Changes damage: +20% cold Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% Life leech chance: +9% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of archery (0 def, 1 armour) rough leather gloves of archery (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Armour: +1 Changes stats: +3 Cun / +3 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe of power (0 def, 0 armour) linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +5% all Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak &039; (10 def, 0 armour) cashmere cloak &039; (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +9% darkness Changes damage: +6% darkness Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of magic (+3) steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. biting gale rune of the titan (70 cold damage; 28 apply power)biting gale rune of the titan (70 cold damage; 28 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 70.75 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 28. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
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 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level. Vorolaith the BlazecutVorolaith the Blazecut Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% mind / +34% fire Changes damage: +14% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elemental steel battleaxe (21-31.5 power, 2 apr)elemental steel battleaxe (21-31.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +12% acid / +16% fire / +10% cold / +12% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Beukhad the Dusklord (41.5-62.25 power, 2 apr)Beukhad the Dusklord (41.5-62.25 power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 temporal / +20 nature / +8 darkness Burst (radius 2) on crit: +4 fire When wielded/worn: Changes resistances penetration: +5% darkness Changes damage: +6% darkness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul &039; (24.5-36.75 power, 2 apr)steel greatmaul &039; (24.5-36.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Cun Critical mult.: +5.00% Infravision radius: +1 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Flashgasher (34-54.4 power, 2 apr)Flashgasher (34-54.4 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21 arcane resource burn * 20% chance to blind Burst (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% light Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword &039; (23.5-32.9 power, 4 apr)dwarven-steel longsword &039; (23.5-32.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +2 (+2 eff.) Defense: +7 (+3 eff.) Critical mult.: +10.00% Physical save: +6 (+3 eff.) Disarm immunity: +28% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Nimbusqueller the dwarven-steel mace (28-39.2 power, 4 apr)Nimbusqueller the dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +3% acid / +18% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Xobeth (26-36.4 power, 4 apr)Xobeth (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage against: +9% Unnatural When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Wil Changes resistances penetration: +5% mind Changes damage: +6% physical Life regen: +0.40 Maximum life: +20.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Flashking (7.5-8.25 power, 27 apr, mind damage)Flashking (7.5-8.25 power, 27 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Changes damage: +3% light Physical save: +3 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. Daypeal the ash vilestaff (15-18 power, 3 apr, blight element)Daypeal the ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 light When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 5% chance to blind Damage when hit (Melee): 8 fire Changes resistances penetration: +10% fire Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 87.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Tulorim (6 def, 0 armour)Tulorim (6 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +10% physical Changes damage: +10% physical Physical save: +9 (+4 eff.) Knockback immunity: +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 &039; (2 def, 0 armour)cashmere robe &039; (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes resistances: +18% nature / +6% temporal Changes damage: +12% nature / +3% mind Equilibrium when hit: +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Layolaith the Blazevault (0 def, 4 armour)Layolaith the Blazevault (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 lightning Changes resistances: +11% lightning / +7% temporal Changes resistances penetration: +5% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. Aeredhemira (0 def, 1 armour)Aeredhemira (0 def, 1 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes resistances: +3% lightning / +3% fire / +6% light Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather cap &039; (0 def, 1 armour)rough leather cap &039; (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +7% cold / +6% nature Changes resistances penetration: +10% lightning Changes damage: +3% lightning Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stralite mail armour (4 def, 8 armour)stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour &039; (3 def, 6 armour)hardened leather armour &039; (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% acid / +3% fire Changes resistances penetration: +15% fire Changes damage: +9% mind A suit of armour made of leather. |
3 aquamarine 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Coalreeve the dwarven-steel pickaxe (dig speed 29 turns) Coalreeve the dwarven-steel pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 mind / 8 darkness Changes stats: +5 Str Changes damage: +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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&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. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of accuracy (19/19, 21-25.2 power, 2 apr)pouch of steel shots of accuracy (19/19, 21-25.2 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
amethyst 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. |
Achievements
Level 10
Got a character to level 10.By Ajedarsh the Cornac Corruptor level 10
2nd Summertide 122nd year of Ascendancy at 23:48 see stats
The Arena
Unlocked Arena mode.By Ajedarsh the Cornac Corruptor level 9
2nd Mirth 122nd year of Ascendancy at 13:54 see stats
The secret city
Discovered the truth about mages.By Ajedarsh the Cornac Corruptor level 12
8th Dusk 122nd year of Ascendancy at 01:09 see stats
Log
Ajedarsh casts Rune: Shielding.
A shield forms around Ajedarsh.
Blood Grasp is still on cooldown for 1 turns.
Ajedarsh misses Borius, Avatar of Bearness.
Borius, Avatar of Bearness hits Ajedarsh for (65 absorbed), 0 physical (0 total damage).
Borius, Avatar of Bearness hits Ajedarsh for (67 absorbed), 0 physical (0 total damage).
Ajedarsh casts Soul Rot.
Ajedarsh&DARK_GREENLASTLASTLASTLIGHT_GREENLASTLASTUID:727024:0fbd578LASTSLATELASTaaaaaaLASTLASTLASTLASTLASTAjedarsh hits Borius, Avatar of Bearness for 52 blight damage.
Your shield crumbles under the damage!
The shield around Ajedarsh crumbles.
Borius, Avatar of Bearness hits Ajedarsh for (17 absorbed), 50 physical (50 total damage).
Ajedarsh is not stunned anymore.
Talent Blood Grasp is ready to use.
Talent Rune: Phase Door is ready to use.
Rotting Disease from Ajedarsh hits Borius, Avatar of Bearness for 25 blight damage.
Borius, Avatar of Bearness hits Ajedarsh for 66 physical damage.
Ajedarsh casts Rune: Phase Door.
Ajedarsh is out of phase.
Borius, Avatar of Bearness uses Infusion: Movement.
Borius, Avatar of Bearness is moving freely.
Saving game...
