Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Remove Stat Requirements 1.4.8 Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/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: Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Resource Tweaks 1.3.1 Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official 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:
Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 200 / 55224% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 564 (base 100) |
Dexterity | 451 (base 100) |
Constitution | 516 (base 100) |
Magic | 434 (base 100) |
Willpower | 525 (base 100) |
Cunning | 539 (base 100) |
Resources
Mana | 7151/7195 |
Vim | 2866/2866 |
Life | 17961/17961 |
Positive | 2697/2697 |
Stamina | 4074/4074 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 734.17476183337 |
Speed
Mental | +145.7% |
Attack | +115.7% |
Movement | +719.93290992598% |
Spell | +115.7% |
Global | +139.1% |
Vision
Sight | 24 |
Lite | 13 |
Infravision | 60 |
See Stealth | 1017.0700692103 |
See Invisible | 1803.7544055427 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, dragon |
Offense: Mainhand
Damage | 1034 |
Accuracy | 282 |
Crit Chance | 1443% |
APR | 273 |
Speed | 0.41 |
Offense: Spell
Spellpower | 382 |
Crit Chance | 100% |
Speed | 0.46360686138155 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 243 |
Crit Chance | 100% |
Speed | 0.46360686138155 |
Offense: Damage Bonus
All | +46% |
Offense: Damage Penetration
All | +43% |
Defense: Base
Armour (hardiness) | 1345.2301191104 (100%) |
Defense | 224 |
Ranged Defense | 299 |
Fatigue | 0 |
Physical Save | 278 |
Spell Save | 412 |
Mental Save | 187 |
Defense: Resistances
All | + 78%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 34% |
Blind Resistance | 100% |
Silence Resistance | 93% |
Bleed Resistance | 85% |
Teleport Resistance | 50% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (46% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 71% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Air | 11.00 |
| 1/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Spell / Enhancement | 11.00 |
| 20/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Technique / Superiority | 11.00 |
| 20/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Technique / Magical combat | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat veteran | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Earth | 11.00 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 10.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Spell / Stone | 11.00 |
| 20/5 |
| 20/5 |
| 1/5 |
| 20/5 |
Technique / Two-handed assault | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Corruption / Vile life | 11.00 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Race / Higher | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Chronomancy / Chronomancy | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Spell / Aegis | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Light | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Celestial / Chants | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Survival | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 11.00 |
| 20/5 |
| 20/5 |
| 0/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Spell / Divination | 11.00 |
| 1/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Conditioning | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Spell / Conveyance | 11.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Premonition |
talent | Contingency |
talent | Arcane Feed |
talent | Shattering Impact |
talent | Daunting Presence |
talent | Fiery Hands |
talent | Precise Strikes |
talent | Shielding |
talent | Elemental Discord |
beneficial effect | The target is so fast it may blink throught obstacles if moving in the same direction for over two turns. Fast As Lightning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 76% of the way to your next Rank. You have killed: 139 Uniques 56 Bosses 47 Elite Bosses 44 Veterans 43 Heroics 60 Legends 60 Destroyers 47 Epics 34 Elders 26 Ancients 26 Immortals 22 Demigods | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5389. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Isomira the Glitterwalker (24 def, 9 armour) Isomira the Glitterwalker (24 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +18 (+0 eff.) Armour: +9 Defense: +24 (+2 eff.) Fatigue: -24% Damage when hit (Melee): 8 temporal Changes stats: +12 Str / +12 Dex / +24 Mag / +24 Wil / +23 Cun / +29 Con Changes resistances: +30% fire / +18% light / +26% cold Changes resistances penetration: +20% temporal / +35% physical Changes damage: +13% physical Maximum encumbrance: +88 Physical save: +94 (+7 eff.) Spell save: +23 (+1 eff.) Mental save: +65 (+7 eff.) Stamina each turn: +0.90 Mana each turn: +1.80 Only die when reaching: -40.00 life Maximum life: +58.00 Maximum mana: +170.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +12% Lowers spell cool-downs by: 10% Mindpower: +8 (+1 eff.) Movement speed: +10% Healing mod.: +15% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 614 alchemist agate 614 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. |
Light source | Blindpassion BlindpassionPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +39 Physical crit. chance: +12.0% Physical power: +20 (+0 eff.) Armour: +2 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 4 light / 59 fire Changes stats: +8 Mag / +21 Wil / +28 Cun / +15 Con Changes resistances: +9% acid / +6% temporal / +29% light / +41% blight / +20% fire / +9% mind / +9% cold Changes resistances penetration: +43% all Changes damage: +28% darkness / +24% mind / +18% light Damage affinity(heal): +10% darkness Critical mult.: +37.00% Physical save: +54 (+4 eff.) Mental save: +26 (+3 eff.) Blindness immunity: +49% Cut immunity: +15% Silence immunity: +15% Confusion immunity: +28% Life regen: +16.40 Only die when reaching: -40.00 life Spellpower: +17 (+1 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: -7 Infravision radius: +36 See stealth: +45 See invisible: +49 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 2 cooldown : Effective talent level: 55.0 Power cost: 2 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 389 for 24 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Issalablek the Stormquake (67 def, 39 armour) Issalablek the Stormquake (67 def, 39 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +35 (+2 eff.) Armour penetration: +8 Physical power: +12 (+0 eff.) Armour: +39 Defense: +67 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 59% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning / 10 physical Changes stats: +61 Str / +28 Dex / +18 Wil / +38 Cun / +25 Con Changes resistances: +15% lightning / +13% physical / -38% light / +14% fire / +13% blight / +15% cold / +28% mind / +27% all Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +72 (+5 eff.) Mental save: +80 (+8 eff.) Confusion immunity: +50% Life regen: +8.00 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +2% Light radius: +7 It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 55669.5 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Polira (dig speed 4 turns) Polira (dig speed 4 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +29 (+1 eff.) Changes stats: +12 Str / +17 Dex / +9 Mag / +11 Wil Changes resistances: +15% nature Changes damage: +10% nature / +9% blight Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Maximum life: +80.00 Maximum stamina: +60.00 Lowers spell cool-downs by: 10% Mental crit. chance: +11% Infravision radius: +3 See invisible: +12 Movement speed: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Adina the Chargespitter Adina the ChargespitterPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+2 eff.) Armour penetration: +16 Physical power: +82 (+3 eff.) Defense: +33 (+3 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to cause random gloom * 33% chance to blind Damage (Melee): 50 light / 18 bleed Effects on ranged hit: * 20% chance to cause random gloom * 28% chance to blind Damage (Ranged): 50 light / 22 bleed Damage when hit (Melee): 12 lightning / 8 temporal / 12 darkness Changes stats: +20 Str / +10 Dex / +15 Mag / +24 Wil / +35 Cun / +25 Con Changes resistances: +80% lightning / +9% fire / +14% nature / +15% blight Changes resistances penetration: +25% lightning / +20% temporal / +15% darkness / +20% fire Changes damage: +55% lightning / +6% darkness / +24% all Maximum encumbrance: +39 Spell save: +20 (+1 eff.) Poison immunity: +24% Disease immunity: +23% Stun/Freeze immunity: +127% Life regen: +13.40 Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Maximum hate: +15.00 Spellpower: +86 (+5 eff.) Mindpower: +72 (+6 eff.) Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | voratun ring 'Oozebane' voratun ring 'Oozebane'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +17 Physical power: +49 (+1 eff.) Armour: +20 Defense: +17 (+1 eff.) Effects on melee hit: * Slows global speed by 43% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature / 4 arcane Changes stats: +20 Str / +13 Mag / +22 Wil / +24 Cun / +16 Con Changes resistances: +21% darkness / +9% temporal Changes resistances penetration: +10% nature Changes damage: +3% nature / +15% all Spell save: +20 (+1 eff.) Mental save: +26 (+3 eff.) Silence immunity: +78% Disarm immunity: +50% Confusion immunity: +100% Pinning immunity: +50% Knockback immunity: +40% Mana each turn: +0.80 Maximum life: +50.00 Maximum stamina: +40.00 Spellpower: +70 (+4 eff.) Mindpower: +66 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | Tempestgrind TempestgrindInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+0 eff.) Armour: +15 Defense: +11 (+1 eff.) Effects on melee hit: * 29% chance to disease * 30% chance to daze at end of turn Changes stats: +2 Mag / +16 Wil / +12 Con Changes resistances: +10% acid / +12% blight / +25% fire / +24% cold / +19% lightning Changes resistances penetration: +20% physical Changes damage: +6% blight / +25% physical Reduced damage from: +33% Summoned Critical mult.: +15.00% Physical save: +40 (+3 eff.) Spell save: +15 (+1 eff.) Mental save: +60 (+6 eff.) Mana each turn: +0.08 Maximum life: +215.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Mindpower: +29 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 7 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | Festerwild the voratun gauntlets (0 def, 40 armour) Festerwild the voratun gauntlets (0 def, 40 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+2 eff.) Armour penetration: +29 Physical crit. chance: +15.0% Physical power: +16 (+0 eff.) Armour: +40 Effects on melee hit: * 24% chance to cause random gloom Damage (Melee): 15 lightning / 30 physical / 22 darkness / 15 nature / 40 mind Damage when hit (Melee): 4 nature Changes stats: +16 Str / +20 Dex / +1 Mag / +12 Wil / +20 Cun / +24 Con Changes resistances: +10% lightning / +6% fire / +18% nature / +6% darkness Changes damage: +11% lightning / +22% physical / +11% nature Talent mastery: +0.40 Technique / Grappling Critical mult.: +15.00% Physical save: +99 (+7 eff.) Spell save: +29 (+1 eff.) Mental save: +77 (+8 eff.) Blindness immunity: +30% Poison immunity: +10% Disarm immunity: +276% Confusion immunity: +10% Stun/Freeze immunity: +10% Life regen: +17.50 Stamina each turn: +6.40 Psi each turn: +0.80 Maximum life: +236.00 Maximum stamina: +80.00 Spell crit. chance: +16% Mindpower: +9 (+1 eff.) Mental crit. chance: +20% Light radius: +4 When used to modify unarmed attacks: Base power: 79.5 - 111.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +66 Armour Penetration: +33 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Second Wind (20% chance level 2). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (20% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Slumber (20% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +73 physical Burst (radius 1) on hit: +27 physical Burst (radius 2) on crit: +14 lightning / +28 physical / +14 nature It can be used to activate talent Ruined Earth, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Gleamrip the voratun plate armour (20 def, 74 armour) Gleamrip the voratun plate armour (20 def, 74 armour)Requires: - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +74 Defense: +20 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 69 light / 32 mind Changes stats: +27 Str / +22 Wil / +8 Cun / +31 Con Changes resistances: +92% acid / +61% physical / +120% darkness / +9% light / +125% blight / +92% fire / +119% lightning / +97% cold Changes resistances penetration: +25% light / +10% mind Changes damage: +6% light / +3% blight Talent cooldown: Rush (-15 turns) Physical save: +14 (+1 eff.) Mental save: +25 (+3 eff.) Disarm immunity: +119% Stun/Freeze immunity: +120% Knockback immunity: +114% Life regen: +15.70 Stamina each turn: +2.50 Maximum life: +379.00 Maximum hate: +2.00 Mindpower: +2 (+0 eff.) Light radius: +8 Healing mod.: +56% Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of metal plates. |
Cloak | Nymadig (22 def, 38 armour) Nymadig (22 def, 38 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +84 (+5 eff.) Armour penetration: +87 Armour: +38 Defense: +22 (+2 eff.) Changes stats: +4 Str / +22 Dex / +2 Mag / +6 Wil / +27 Cun / +6 Con Changes resistances: +10% lightning / +47% light / +56% fire / +20% nature / +8% acid / +26% blight / +91% cold / +9% mind / +50% darkness Changes resistances penetration: +36% darkness Changes damage: +50% darkness Critical mult.: +114.00% Reduces incoming crit damage: 5.00% Stealth bonus: +130 Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +35 (+4 eff.) Blindness immunity: +15% Knockback immunity: +15% Life regen: +3.00 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -50.00 life Maximum life: +49.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +8% Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Arcvagrant the gold amulet Arcvagrant the gold amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +19 (+1 eff.) Armour penetration: +15 Physical power: +32 (+1 eff.) Armour: +6 Defense: +23 (+2 eff.) Fatigue: -16% Damage when hit (Melee): 8 lightning / 20 fire / 8 mind Changes stats: +8 Str / +8 Dex / +16 Mag / +11 Wil / +6 Con / +13 Lck Changes resistances: +28% mind / +9% lightning Changes resistances cap: +5% all Changes resistances penetration: +30% lightning / +20% mind Changes damage: +44% physical / +13% darkness / +14% light / +22% blight / +25% fire / +9% mind / +35% temporal Critical mult.: +46.00% Physical save: +37 (+3 eff.) Spell save: +19 (+1 eff.) Mental save: +29 (+3 eff.) Cut immunity: +70% Confusion immunity: +55% Teleport immunity: +50% Life regen: +6.10 Mana each turn: +0.77 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +81.00 Spellpower: +32 (+2 eff.) Spell crit. chance: +10% Mindpower: +10 (+1 eff.) Combat speed: +40% Healing mod.: +22% Reduce all damage from unseen attackers: 16% It can be used to teleport you randomly (rad 48), putting all charms on cooldown for 1 turns. Amulets can have magical properties. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (2250.00 temporal damage, removed from time 4 turns) Rune of the Rift (2250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (46% of a turn) Is: a spell Description: Inflicts 4072.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Daimeharakhad (155-232.5 power, 4 apr) Daimeharakhad (155-232.5 power, 4 apr)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 155.0 - 232.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 31% chance to corrode armour by 30% * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +23 temporal / +42 cold / +28 nature When wielded/worn: Accuracy: +84 (+5 eff.) Armour penetration: +79 Physical crit. chance: +103.0% Physical power: +20 (+0 eff.) Armour: +8 Damage when hit (Melee): 16 physical Changes stats: +20 Str / +2 Dex / +10 Con Changes resistances: +1% physical Changes resistances penetration: +21% acid / +82% physical / +21% mind / +17% darkness Changes damage: +61% physical Critical mult.: +36.00% Poison immunity: +15% Disease immunity: +5% Disarm immunity: +49% Confusion immunity: +10% Teleport immunity: +5% Life regen: +4.00 Stamina when hit: +8.00 Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
Dayglory (66.5-86.45 power, 9 apr) Dayglory (66.5-86.45 power, 9 apr)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 66.5 - 86.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 113 bleeding, 123% reduced healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +26 light Burst (radius 2) on crit: +4 physical Damage against: +34% Undead When wielded/worn: Accuracy: +59 (+4 eff.) Armour penetration: +60 Physical crit. chance: +66.0% Physical power: +27 (+1 eff.) Defense: +11 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Str / +10 Dex / +3 Wil Changes resistances: +7% all Changes resistances penetration: +11% nature / +51% physical / +11% mind / +11% darkness Changes damage: +6% darkness / +42% physical Critical mult.: +45.00% Reduces incoming crit damage: 15.00% Disarm immunity: +35% Stamina when hit: +2.00 Light radius: +4 Sharp, short and deadly. |
Gloomviper (25-30 power, 5 apr, blight element) Gloomviper (25-30 power, 5 apr, blight element)Requires: Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +10.0% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +20 acid Burst (radius 1) on hit: +12 darkness / +4 temporal When wielded/worn: Accuracy: +78 (+5 eff.) Physical crit. chance: +102.0% Physical power: +78 (+2 eff.) Defense: +22 (+2 eff.) Effects on melee hit: * 28% chance to disease Damage (Melee): 11 % chance of confusion Damage when hit (Melee): 16 temporal Changes stats: +14 Mag / +11 Wil / +9 Cun / +23 Con Changes resistances: +3% acid Changes damage: +25% blight / +9% temporal / +6% darkness / +15% mind Talent granted: +1 Command Staff Critical mult.: +172.00% Life regen: +3.10 Mana each turn: +0.64 Equilibrium when hit: +0.08 Vim when firing critical spell: +17.00 Spellpower on spell critical (stacks up to 3 times): +9 Hate when firing a critical mind attack: +3.00 Maximum mana: +86.00 Maximum vim: +99.00 Maximum neg.energy: +44.00 Spellpower: +134 (+7 eff.) Spell crit. chance: +27% Mental crit. chance: +6% Healing mod.: +48% Damage Shield penetration: +31% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
Unruderim the Murkmight (30-36 power, 6 apr, lightning element) Unruderim the Murkmight (30-36 power, 6 apr, lightning element)Requires: Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +6.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 74% chance to inflict 15% damage reduction Damage (Melee): +4 arcane Burst (radius 1) on hit: +4 arcane / +20 light Burst (radius 2) on crit: +4 light / +8 darkness / +4 arcane When wielded/worn: Accuracy: +57 (+4 eff.) Physical crit. chance: +107.0% Physical power: +58 (+2 eff.) Armour: +8 Defense: +23 (+2 eff.) Effects on melee hit: * 16% chance to blind Damage (Melee): 45 arcane Damage when hit (Melee): 4 darkness / 12 light Changes stats: +42 Con Changes resistances: +15% lightning / +6% light / +3% darkness Maximum wards: +2 lightning Changes resistances penetration: +5% arcane / +15% lightning Changes damage: +30% lightning / +6% darkness Talents granted: +5 Ward +1 Command Staff Critical mult.: +134.00% Life regen: +11.40 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +120.00 Spellpower: +132 (+7 eff.) Spell crit. chance: +31% Light radius: +5 Healing mod.: +172% It can be used to unleash an elemental blastwave, dealing 1010.42 to 1212.50 lightning damage in a radius 6 around the user, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1596 alchemist agate 1596 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. |
11 onyx 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
14 lapis lazuli 14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 opal 14 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. |
15 sapphire 15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
54 alchemist bloodstone 54 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 garnet 18 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (57/57) Rod of Recall (57/57)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 7 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 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. |
9 amethyst 9 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz 13 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Killa the Higher Arcane Blade level 200
5th Decay 122nd year of Ascendancy at 16:59 see stats
By Killa the Higher Arcane Blade level 200
8th Pyre 123rd year of Ascendancy at 20:29 see stats
By Killa the Higher Arcane Blade level 200
4th Decay 122nd year of Ascendancy at 01:29 see stats
By Killa the Higher Arcane Blade level 190
50th Haze 122nd year of Ascendancy at 12:58 see stats
By Killa the Higher Arcane Blade level 200
23rd Pyre 123rd year of Ascendancy at 22:40 see stats
By Killa the Higher Arcane Blade level 200
1st Mirth 123rd year of Ascendancy at 10:26 see stats
By Killa the Higher Arcane Blade level 200
3rd Pyre 123rd year of Ascendancy at 14:27 see stats
By Killa the Higher Arcane Blade level 112
9th Haze 122nd year of Ascendancy at 11:29 see stats
By Killa the Higher Arcane Blade level 132
19th Haze 122nd year of Ascendancy at 00:09 see stats
By Killa the Higher Arcane Blade level 200
9th Decay 122nd year of Ascendancy at 05:49 see stats
By Killa the Higher Arcane Blade level 51
71st Dusk 122nd year of Ascendancy at 10:11 see stats
By Killa the Higher Arcane Blade level 131
9th Haze 122nd year of Ascendancy at 19:29 see stats
By Killa the Higher Arcane Blade level 200
9th Mirth 123rd year of Ascendancy at 10:56 see stats
By Killa the Higher Arcane Blade level 173
50th Haze 122nd year of Ascendancy at 07:39 see stats
By Killa the Higher Arcane Blade level 124
9th Haze 122nd year of Ascendancy at 16:22 see stats
By Killa the Higher Arcane Blade level 132
19th Haze 122nd year of Ascendancy at 00:09 see stats
By Killa the Higher Arcane Blade level 105
78th Dusk 122nd year of Ascendancy at 10:20 see stats
By Killa the Higher Arcane Blade level 200
34th Pyre 123rd year of Ascendancy at 10:48 see stats
By Killa the Higher Arcane Blade level 200
47th Pyre 123rd year of Ascendancy at 11:59 see stats
By Killa the Higher Arcane Blade level 200
8th Decay 122nd year of Ascendancy at 13:09 see stats
By Killa the Higher Arcane Blade level 77
72nd Dusk 122nd year of Ascendancy at 10:17 see stats
By Killa the Higher Arcane Blade level 200
23rd Pyre 123rd year of Ascendancy at 22:41 see stats
By Killa the Higher Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Killa the Higher Arcane Blade level 20
3rd Mirth 122nd year of Ascendancy at 00:58 see stats
By Killa the Higher Arcane Blade level 30
71st Dusk 122nd year of Ascendancy at 04:12 see stats
By Killa the Higher Arcane Blade level 40
71st Dusk 122nd year of Ascendancy at 09:43 see stats
By Killa the Higher Arcane Blade level 50
71st Dusk 122nd year of Ascendancy at 10:09 see stats
By Killa the Higher Arcane Blade level 200
34th Pyre 123rd year of Ascendancy at 07:41 see stats
By Killa the Higher Arcane Blade level 39
71st Dusk 122nd year of Ascendancy at 08:55 see stats
By Killa the Higher Arcane Blade level 200
63rd Pyre 123rd year of Ascendancy at 05:22 see stats
By Killa the Higher Arcane Blade level 24
3rd Mirth 122nd year of Ascendancy at 05:27 see stats
By Killa the Higher Arcane Blade level 12
74th Pyre 122nd year of Ascendancy at 12:36 see stats
By Killa the Higher Arcane Blade level 12
74th Pyre 122nd year of Ascendancy at 11:28 see stats
By Killa the Higher Arcane Blade level 200
9th Decay 122nd year of Ascendancy at 06:32 see stats
By Killa the Higher Arcane Blade level 200
9th Mirth 123rd year of Ascendancy at 10:56 see stats
By Killa the Higher Arcane Blade level 200
8th Pyre 123rd year of Ascendancy at 20:29 see stats
By Killa the Higher Arcane Blade level 14
75th Pyre 122nd year of Ascendancy at 23:27 see stats
By Killa the Higher Arcane Blade level 200
8th Pyre 123rd year of Ascendancy at 20:29 see stats
By Killa the Higher Arcane Blade level 165
50th Haze 122nd year of Ascendancy at 02:59 see stats
By Killa the Higher Arcane Blade level 200
9th Mirth 123rd year of Ascendancy at 10:56 see stats
By Killa the Higher Arcane Blade level 13
75th Pyre 122nd year of Ascendancy at 10:06 see stats
By Killa the Higher Arcane Blade level 111
8th Haze 122nd year of Ascendancy at 22:11 see stats
By Killa the Higher Arcane Blade level 200
57th Pyre 123rd year of Ascendancy at 11:01 see stats
By Killa the Higher Arcane Blade level 30
71st Dusk 122nd year of Ascendancy at 04:12 see stats
By Killa the Higher Arcane Blade level 20
3rd Mirth 122nd year of Ascendancy at 00:58 see stats
By Killa the Higher Arcane Blade level 200
3rd Decay 122nd year of Ascendancy at 20:32 see stats
Log
Killa slows from critical velocity!
Killa reaches critical velocity!
Killa is slowing down.
Killa is speeding up.
Killa reaches critical velocity!
Saving game...
Killa deactivates Daunting Presence.
Killa deactivates Elemental Discord.
Killa deactivates Contingency.
Killa deactivates Keen Senses.
Killa deactivates Shielding.
Killa deactivates Stone Skin.
Killa deactivates Thunderstorm.
The furious lightning storm around Killa calms down and disappears.
Killa deactivates Premonition.
Killa is slowing down.
Killa deactivates Shock Hands.
Killa deactivates Crystalline Focus.
Killa deactivates Arcane Shield.
Killa deactivates Arcane Combat.
Killa deactivates Arcane Feed.
Killa deactivates Inner Power.
Killa deactivates Shattering Impact.
Killa deactivates Fiery Hands.
Killa deactivates Precise Strikes.
Killa deactivates Feather Wind.