











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 50 / 1750% |
Size | huge |
Lifes / Deaths | Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 11:53 / 16Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 12:05 Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 12:13 Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 13:48 Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 14:11 Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 15:46 Killed by luminous horror at level 9 on the 4th Profit 122nd year of Ascendancy at 16:03 Killed by skeleton warrior at level 9 on the 5th Profit 122nd year of Ascendancy at 00:36 Killed by Salonn the ghoul at level 18 on the 8th Loss 122nd year of Ascendancy at 15:05 Killed by elven tempest at level 23 on the 20th Shortage 122nd year of Ascendancy at 06:31 Killed by Grand Corruptor at level 23 on the 20th Shortage 122nd year of Ascendancy at 15:33 Killed by Celia at level 24 on the 25th Shortage 122nd year of Ascendancy at 02:40 Killed by Celia at level 24 on the 25th Shortage 122nd year of Ascendancy at 04:36 Killed by armoured skeleton warrior at level 24 on the 25th Shortage 122nd year of Ascendancy at 05:33 Killed by elven cultist at level 27 on the 6th Iron 123rd year of Ascendancy at 07:32 Killed by Bethogath the Caustic Terror at level 48 on the 13rd Loss 123rd year of Ascendancy at 08:57 |
Primary Stats
Strength | 137.27273363053 (base 60) |
Dexterity | 33 (base 10) |
Constitution | 95.545467261063 (base 60) |
Magic | 62.272733630532 (base 32) |
Willpower | 102.54546726106 (base 60) |
Cunning | 102.54546726106 (base 60) |
Resources
Life | 2127/2127 |
Mana | 797/797 |
Hate | 39/100 |
Positive | 177/177 |
Healing Factor | 1.428563839058 |
Regeneration | 43.499768899315 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 9 |
See Stealth | 93.566091342999 |
See Invisible | 100.11155860406 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 401 |
Accuracy | 77 |
Crit Chance | 88% |
APR | 61 |
Speed | 1.20 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 73% |
Speed | 1 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Physical | +38% |
Cold | +43% |
All | +7% |
Light | +23% |
Temporal | +25% |
Mind | +25% |
Fire | +56% |
Nature | +19% |
Offense: Damage Penetration
Cold | +45% |
Physical | +40% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 72.130801737037 (100%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 84 |
Mental Save | 81 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 21%( 40%) |
Cold | + 80%( 80%) |
All | + 39%( 70%) |
Physical | + 43%( 73%) |
Lightning | + 61%( 80%) |
Light | + 52%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 57%( 70%) |
Darkness | + 82%( 88%) |
Fire | + 80%( 80%) |
Nature | + 60%( 80%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Knockback Resistance | 78% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 24% |
Blind Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 569 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 411 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Resistance |
talent | Premonition |
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Savage Hunter |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 76 mind and 65 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 132 Mind damage, and deal 113 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
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 improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. * You've found the needed mummified bone. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed multi-hued wyrm scale. * You've found the needed ritch stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +3 Cun +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +7% physical Res.pen +15% physical On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 22 * 32% chance to reduce damage dealt by 38% ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -2% Resists +9% fire +8% cold Phys.save +8 (+2 eff.) Die.at -60.00 life ---------- misc Max.enc +27 Equi/ret +0.12 Size +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag +3 Wil +5 Con dps ---------- Spell.crit +1% Crit.mult +15.00% S.pwr/crit +6 ----- def ----- Defense +14 (+3 eff.) Resists +11% blight Phys.save +18 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save +20 (+4 eff.) HP.reg +16.00 Blind- +44% Confus- +27% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Light +10 See.Stealth +22 See.Invis +20 Track: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 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 | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +13 Wil dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +3% temporal +22% light +13% blight +15% cold +18% darkness Mind.save +14 (+3 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% mind Res.pen +10% mind ---------- misc Hate/m.crit +3.00 Light +3 Heal yourself and all friendly characters within 10 spaces for 440 Puts all charms on 9 cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +18% temporal +24% cold Acc +17 (+3 eff.) Apr +17 Melee Ret 4 temporal ----- def ----- Defense +17 (+4 eff.) Resists +21% blight +42% cold +15% nature Poison- +24% Disease- +28% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +9 Lck dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% blight +27% fire ----- def ----- Resists +6% fire Stealth +12 HP.reg +2.20 Heal.mod +25% ---------- misc T.Disarm +30 Infravis +6 Curse of Corpses A belt that goes around your waist. |
In main hand | ![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 22 * Blasts creatures in a radius 1 shockwave around your target for 286.04 to 858.11 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Nightmares Knock away other creatures within radius 4), dealing 740.81 to 1481.62 physical damage (based on Strength) to each. Uses 30 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +5 Mag +5 Wil +9 Cun dps ---------- Phys.crit +18.0% Spell.crit +20% Mind.crit +18% Crit.mult +11.00% Melee+ 10 acid 10 fire 9 cold 10 lightning Dmg.mod +6% fire +12% nature +12% cold Res.pen +10% cold Acc +10 (+2 eff.) Apr +15 ----- def ----- Armour +3 Resists +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Steady Shot: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+5 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. Curse of Corpses "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Shrouds Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 30 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil +5 Con +15 Lck dps ---------- Mind.pwr +15 (+3 eff.) Res.pen +10% cold Acc +20 (+4 eff.) ----- def ----- Defense +40 (+8 eff.) Resists +2% physical Phys.save +20 (+4 eff.) Mind.save +9 (+2 eff.) Unseen.red 20% Die.at -20.00 life Max.HP +53.00 HP.reg +12.00 Disarm- +10% Confus- +25% Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Nature 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..." |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 326 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 818 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +1 Mag dps ---------- Crit.mult +10.00% ----- def ----- Resists +7% physical Spell.save +3 (+0 eff.) ---------- misc Stam/turn +0.40 Max.mana +20.00 Masteries +0.15 Cursed/Gloom Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 14% Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind Acc +20 (+4 eff.) ----- def ----- Resists +10% mind +1% physical ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% fire ----- def ----- Defense +10 (+2 eff.) Resists +9% mind +3% darkness Phys.save +8 (+2 eff.) Heal.mod +15% Disease- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +9% mind ----- def ----- Resists +9% mind Max.HP +73.00 HP.reg +16.00 Heal.mod +14% Stun/Frz- +33% ---------- misc Mana/s.crit +2.00 Max.mana +80.00 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Unbreakable Will You have set the ring to grant you Unbreakable Will! Curse of Shrouds A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Corpses Bone Spear: Level 4.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 209.58 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (419). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+16 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 120 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." |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +8 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% Curse of Madness The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 78.0 - 117.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +21 nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +20% mind Acc +21 (+4 eff.) ----- def ----- Phys.save +12 (+3 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 45.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Curse of Madness Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Nature Power 48.0 - 76.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +4 blight +19 nature On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Resists +3% temporal +15% cold Poison- +20% Stun/Frz- +20% Curse of Shrouds Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Master Power 50.0 - 80.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) Phys.spd +10% Acc +17 (+3 eff.) Curse of Nightmares Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 59.0 - 94.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Mind.pwr +5 (+1 eff.) Res.pen +16% all Acc +21 (+4 eff.) Apr +20 ----- def ----- Resists +6% blight +12% nature Spell.save +6 (+1 eff.) ---------- misc Hate/m.crit +2.00 Curse of Madness Massive two-handed swords. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +7% Resists +12% acid +16% fire Phys.save +6 (+2 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Armour +24 Fatigue +22% Resists +10% acid +11% physical +10% lightning +37% cold +5% arcane +9% fire Spell.save +6 (+1 eff.) Disarm- +31% Stun/Frz- +28% Knockbk- +28% ---------- misc Cooldown Rush -5 Curse of Shrouds A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +9% physical +7% fire +7% lightning +9% cold Disarm- +33% Stun/Frz- +20% Knockbk- +26% ---------- misc Cooldown Rush -5 Curse of Misfortune A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +3% darkness Max.HP +30.00 Blind- +20% Poison- +20% ---------- misc See.Invis +3 Curse of Shrouds A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +7 Mag +4 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +8 Mana/turn +0.21 Max.mana +40.00 Infravis +4 Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Max.HP +31.00 Curse of Madness A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +15% temporal Def/telep +14 Res/telep +10% Dur/telep +12% Curse of Misfortune Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +7% acid +6% fire +6% lightning +7% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to slow global speed by 78% ----- def ----- Armour +3 Resists +3% acid +8% fire +6% light +8% cold Spell.save +9 (+2 eff.) HP.reg +7.00 Heal.mod +28% Curse of Shrouds A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Phys.save +11 (+3 eff.) Spell.save +7 (+1 eff.) Mind.save +5 (+1 eff.) Curse of Madness Evasion: (Instant) Puts all charms on 18 cooldown Level 5.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +19 (+4 eff.) Melee+ 10 physical Dmg.mod +6% fire +12% darkness +7% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 Fatigue +5% Resists +6% lightning +3% fire +6% blight HP.reg +3.90 ---------- misc Stam/turn +0.80 Psi/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Instill Fear: Level 4.5 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 50.62 mind and 43.34 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 43% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 43. Terrified: Deals 12.50 mind and 10.70 darkness damage per turn and increases cooldowns by 65%. Haunted: Causes the target to suffer 19.68 mind and 16.85 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +15% light ----- def ----- Armour +4 Fatigue +4% Resists +12% fire +8% physical +26% darkness +16% light Phys.save +7 (+2 eff.) ---------- misc Infravis +4 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +25 (+5 eff.) Dmg.mod +3% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +4 Fatigue +4% Resists +6% fire Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(152 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +12% cold +30% fire +15% light +6% mind Heal.mod +15% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +5 (+1 eff.) Dmg.mod +9% light +12% darkness Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Mind.save +23 (+5 eff.) ---------- misc Light +5 See.Stealth +35 See.Invis +36 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 534.42 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% physical ----- def ----- Armour +8 Defense +20 (+4 eff.) Resists +6% acid ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 9 cooldown 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Phys.save +18 (+4 eff.) Heal.mod +5% Blind- +20% Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 9 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Lightingsworth the Dwarf Cursed level 35
2nd Voratun 123rd year of Ascendancy at 01:02 see stats
By Lightingsworth the Dwarf Cursed level 44
41st Dearth 123rd year of Ascendancy at 22:12 see stats
By Lightingsworth the Dwarf Cursed level 35
45th Stralite 123rd year of Ascendancy at 09:14 see stats
By Lightingsworth the Dwarf Cursed level 39
23rd Profit 123rd year of Ascendancy at 09:23 see stats
By Lightingsworth the Dwarf Cursed level 39
37th Dearth 123rd year of Ascendancy at 19:50 see stats
By Lightingsworth the Dwarf Cursed level 38
20th Profit 123rd year of Ascendancy at 20:50 see stats
By Lightingsworth the Dwarf Cursed level 50
17th Shortage 123rd year of Ascendancy at 05:26 see stats
By Lightingsworth the Dwarf Cursed level 39
16th Dearth 123rd year of Ascendancy at 03:53 see stats
By Lightingsworth the Dwarf Cursed level 8
26th Voratun 122nd year of Ascendancy at 10:02 see stats
By Lightingsworth the Dwarf Cursed level 37
3rd Profit 123rd year of Ascendancy at 22:45 see stats
By Lightingsworth the Dwarf Cursed level 36
3rd Profit 123rd year of Ascendancy at 04:22 see stats
By Lightingsworth the Dwarf Cursed level 29
12nd Gold 123rd year of Ascendancy at 08:10 see stats
By Lightingsworth the Dwarf Cursed level 20
10th Loss 122nd year of Ascendancy at 19:16 see stats
By Lightingsworth the Dwarf Cursed level 23
20th Shortage 122nd year of Ascendancy at 07:36 see stats
By Lightingsworth the Dwarf Cursed level 50
13rd Shortage 123rd year of Ascendancy at 09:52 see stats
By Lightingsworth the Dwarf Cursed level 16
27th Dearth 122nd year of Ascendancy at 11:04 see stats
By Lightingsworth the Dwarf Cursed level 36
1st Profit 123rd year of Ascendancy at 13:58 see stats
By Lightingsworth the Dwarf Cursed level 41
37th Dearth 123rd year of Ascendancy at 22:32 see stats
By Lightingsworth the Dwarf Cursed level 31
15th Stralite 123rd year of Ascendancy at 02:02 see stats
By Lightingsworth the Dwarf Cursed level 10
6th Profit 122nd year of Ascendancy at 02:21 see stats
By Lightingsworth the Dwarf Cursed level 20
10th Loss 122nd year of Ascendancy at 05:41 see stats
By Lightingsworth the Dwarf Cursed level 30
23rd Gold 123rd year of Ascendancy at 11:53 see stats
By Lightingsworth the Dwarf Cursed level 40
37th Dearth 123rd year of Ascendancy at 21:28 see stats
By Lightingsworth the Dwarf Cursed level 50
15th Loss 123rd year of Ascendancy at 04:39 see stats
By Lightingsworth the Dwarf Cursed level 30
10th Stralite 123rd year of Ascendancy at 04:18 see stats
By Lightingsworth the Dwarf Cursed level 50
11st Shortage 123rd year of Ascendancy at 14:46 see stats
By Lightingsworth the Dwarf Cursed level 49
14th Loss 123rd year of Ascendancy at 05:16 see stats
By Lightingsworth the Dwarf Cursed level 28
27th Iron 123rd year of Ascendancy at 05:32 see stats
By Lightingsworth the Dwarf Cursed level 28
7th Iron 123rd year of Ascendancy at 22:48 see stats
By Lightingsworth the Dwarf Cursed level 48
13rd Loss 123rd year of Ascendancy at 15:36 see stats
By Lightingsworth the Dwarf Cursed level 24
21st Shortage 122nd year of Ascendancy at 02:56 see stats
By Lightingsworth the Dwarf Cursed level 37
4th Profit 123rd year of Ascendancy at 00:04 see stats
By Lightingsworth the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 21:57 see stats
By Lightingsworth the Dwarf Cursed level 50
22nd Shortage 123rd year of Ascendancy at 20:33 see stats
By Lightingsworth the Dwarf Cursed level 50
22nd Shortage 123rd year of Ascendancy at 20:34 see stats
By Lightingsworth the Dwarf Cursed level 50
11st Shortage 123rd year of Ascendancy at 12:41 see stats
By Lightingsworth the Dwarf Cursed level 29
11st Gold 123rd year of Ascendancy at 14:19 see stats
By Lightingsworth the Dwarf Cursed level 14
21st Dearth 122nd year of Ascendancy at 07:56 see stats
By Lightingsworth the Dwarf Cursed level 49
14th Loss 123rd year of Ascendancy at 05:16 see stats
By Lightingsworth the Dwarf Cursed level 29
22nd Gold 123rd year of Ascendancy at 19:14 see stats
By Lightingsworth the Dwarf Cursed level 29
10th Gold 123rd year of Ascendancy at 09:26 see stats
By Lightingsworth the Dwarf Cursed level 14
20th Dearth 122nd year of Ascendancy at 17:24 see stats
By Lightingsworth the Dwarf Cursed level 25
30th Shortage 122nd year of Ascendancy at 20:17 see stats
By Lightingsworth the Dwarf Cursed level 21
11st Loss 122nd year of Ascendancy at 17:44 see stats
By Lightingsworth the Dwarf Cursed level 34
44th Stralite 123rd year of Ascendancy at 04:25 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Way to a strange portal here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
Saving done.
Today is the 28th Shortage of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:40.
Today is the 29th Shortage of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:16.
Today is the 30th Shortage of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 1st Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 2nd Iron of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).