














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 3452% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 9 on the 6th Mirth 122nd year of Ascendancy at 16:11 / 79Killed by Zubildalaith the gloomy treant at level 11 on the 3rd Summertide 122nd year of Ascendancy at 05:07 Killed by war hound at level 12 on the 3rd Summertide 122nd year of Ascendancy at 14:18 Killed by Islegana the treant at level 13 on the 3rd Flare 122nd year of Ascendancy at 00:33 Killed by Isodhema the giant army ant at level 19 on the 35th Haze 122nd year of Ascendancy at 14:35 Killed by Polomina the skeleton warrior at level 19 on the 35th Haze 122nd year of Ascendancy at 22:41 Killed by Poronne the ghoul at level 19 on the 36th Haze 122nd year of Ascendancy at 00:45 Killed by Vorulrathra the ghoul at level 19 on the 36th Haze 122nd year of Ascendancy at 09:46 Killed by Zubana the luminous horror at level 19 on the 36th Haze 122nd year of Ascendancy at 20:17 Killed by Cyragamina the ghoulish rat at level 20 on the 44th Haze 122nd year of Ascendancy at 00:18 Killed by Xerulaith the skeletal rat at level 20 on the 44th Haze 122nd year of Ascendancy at 04:54 Killed by Isymina the ghoulish rat at level 20 on the 44th Haze 122nd year of Ascendancy at 05:57 Killed by Aryriarin the gigantic bone rat at level 20 on the 44th Haze 122nd year of Ascendancy at 07:14 Killed by Rat Lich at level 20 on the 44th Haze 122nd year of Ascendancy at 10:09 Killed by Rat Lich at level 20 on the 44th Haze 122nd year of Ascendancy at 14:01 Killed by Iserin the gigantic bone rat at level 20 on the 44th Haze 122nd year of Ascendancy at 15:11 Killed by Salynor the storm wyrm at level 21 on the 51st Haze 122nd year of Ascendancy at 04:24 Killed by Aruthra the snow giant at level 21 on the 51st Haze 122nd year of Ascendancy at 10:53 Killed by Aruthra the snow giant at level 21 on the 51st Haze 122nd year of Ascendancy at 12:14 Killed by Glebeth the gwelgoroth at level 21 on the 51st Haze 122nd year of Ascendancy at 15:18 Killed by Burb the snow giant champion at level 21 on the 51st Haze 122nd year of Ascendancy at 20:47 Killed by Xerithra the snow giant at level 22 on the 52nd Haze 122nd year of Ascendancy at 03:03 Killed by Elathra the snow giant thunderer at level 22 on the 52nd Haze 122nd year of Ascendancy at 09:10 Killed by fire drake at level 22 on the 52nd Haze 122nd year of Ascendancy at 11:55 Killed by Neremitira the snow giant chieftain at level 22 on the 52nd Haze 122nd year of Ascendancy at 17:44 Killed by Urkis, the High Tempest at level 23 on the 52nd Haze 122nd year of Ascendancy at 22:44 Killed by Urkis, the High Tempest at level 23 on the 53rd Haze 122nd year of Ascendancy at 00:18 Killed by Elath the storm wyrm at level 23 on the 53rd Haze 122nd year of Ascendancy at 18:01 Killed by Saleseba the anaconda at level 24 on the 57th Haze 122nd year of Ascendancy at 03:08 Killed by Ce'Nyldana the carrion worm mass at level 25 on the 59th Haze 122nd year of Ascendancy at 18:37 Killed by Zubylrawyn the losselhing at level 25 on the 60th Haze 122nd year of Ascendancy at 13:04 Killed by ogre guard at level 26 on the 63rd Haze 122nd year of Ascendancy at 15:54 Killed by Godhemina the elven blood mage at level 26 on the 63rd Haze 122nd year of Ascendancy at 19:02 Killed by Cyrusenne the elven warrior at level 26 on the 64th Haze 122nd year of Ascendancy at 02:42 Killed by Arythra the elven tempest at level 26 on the 64th Haze 122nd year of Ascendancy at 11:15 Killed by Ivithra the elven guard at level 27 on the 64th Haze 122nd year of Ascendancy at 15:08 Killed by Ivithra the elven guard at level 27 on the 64th Haze 122nd year of Ascendancy at 16:36 Killed by Belerin the mean looking elven guard at level 27 on the 65th Haze 122nd year of Ascendancy at 20:38 Killed by corrupted elven guard at level 27 on the 66th Haze 122nd year of Ascendancy at 02:41 Killed by elven cultist at level 28 on the 66th Haze 122nd year of Ascendancy at 05:00 Killed by Elydhessra the elven mage at level 28 on the 68th Haze 122nd year of Ascendancy at 20:33 Killed by Weirdling Beast at level 29 on the 74th Haze 122nd year of Ascendancy at 04:59 Killed by Weirdling Beast at level 29 on the 74th Haze 122nd year of Ascendancy at 08:04 Killed by Aderiavea the corrupted plasmic disruptor at level 32 on the 2nd Wintertide 123rd year of Ascendancy at 18:32 Killed by Aderiavea the corrupted plasmic disruptor at level 32 on the 2nd Wintertide 123rd year of Ascendancy at 20:49 Killed by Velomina the corrupted mastocytic feeder at level 32 on the 1st Allure 123rd year of Ascendancy at 05:48 Killed by Silurin the vampire at level 33 on the 6th Regrowth 123rd year of Ascendancy at 20:55 Killed by elven corruptor at level 33 on the 10th Regrowth 123rd year of Ascendancy at 23:05 Killed by ritch flamespitter at level 34 on the 11st Regrowth 123rd year of Ascendancy at 03:38 Killed by Neruta the master vampire's temporal clone at level 34 on the 14th Regrowth 123rd year of Ascendancy at 03:38 Killed by faerlhing at level 35 on the 15th Regrowth 123rd year of Ascendancy at 06:09 Killed by ghast at level 37 on the 29th Regrowth 123rd year of Ascendancy at 19:40 Killed by Xanyvea the skeleton magus at level 38 on the 30th Regrowth 123rd year of Ascendancy at 03:30 Killed by Zuboda the elder vampire at level 45 on the 3rd Summertide 123rd year of Ascendancy at 08:45 Killed by Betubrera the skeleton magus at level 48 on the 3rd Flare 123rd year of Ascendancy at 01:52 Killed by Aduretira the orc archer at level 50 on the 1st Wintertide 124th year of Ascendancy at 16:45 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 13:45 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 14:53 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 16:31 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 17:46 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 18:54 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 19:46 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 21:11 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 22:15 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 68th Regrowth 124th year of Ascendancy at 23:28 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 01:08 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 02:38 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 03:48 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 04:49 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 05:56 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 07:20 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 08:43 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 09:30 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 10:41 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 12:04 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 13:04 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 14:28 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 15:45 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 69th Regrowth 124th year of Ascendancy at 17:23 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 29 (base 15) |
| Constitution | 56 (base 36) |
| Magic | 115 (base 66) |
| Willpower | 90 (base 61) |
| Cunning | 94 (base 62) |
Resources
| Life | 874/874 |
| Mana | 465/465 |
| Steam | 100/100 |
| Healing Factor | 1.3100460901466 |
| Regeneration | 5.567695883123 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56.75965887975% |
| Spell | 0% |
| Global | +134.51659701343% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 6 |
| See Stealth | 58.963451879298 |
| See Invisible | 74.343743808054 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 38 |
| Crit Chance | 47% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 38 |
| Crit Chance | 43% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 87% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Arcane | +44% |
| Cold | +79% |
| All | +7% |
| Lightning | +203% |
| Light | +27% |
| Temporal | +59% |
| Physical | +44% |
| Darkness | +22% |
| Fire | +56% |
| Nature | +28% |
Offense: Damage Penetration
| Lightning | +74% |
| Acid | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 47 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 49 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 69%( 70%) |
| Cold | + 70%( 70%) |
| All | + 42%( 70%) |
| Physical | + 48%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 51%( 70%) |
| Temporal | + 51%( 70%) |
| Mind | + 49%( 70%) |
| Darkness | + 59%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 99% |
| Disarm Resistance | 66% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 75% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 182 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.7 steam per turn. Can be activated for an instant burst of 108 steam. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1506% for 10 turns (1934 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1038 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Storm | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Galvanic technomancy | 1.40 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Disruption Shield |
| talent | Tempest |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Spellcraft |
| talent | Shielding |
| talent | Galvanic Arcing |
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 |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (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 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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 |
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 Wrathroot. * 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. | active |
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: 2571. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | done |
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 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 within1 lumberjacks have died. | 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 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 | Blastweeper (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +12% fire Changes damage: +30% lightning / +12% fire / +9% darkness Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum stamina: +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Weepfame the dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +25 (+8 eff.) Changes resistances: +5% arcane Changes damage: +15% nature / +20% light Reduces incoming crit damage: 15.00% Blindness immunity: +50% Silence immunity: +20% Confusion immunity: +30% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +40.00 Light radius: +16 See stealth: +33 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 8 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 | Thundermark (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 lightning Changes stats: +3 Mag / +5 Wil Changes resistances: +22% cold Changes damage: +18% lightning / +15% cold Silence immunity: +50% Maximum mana: +60.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Talent granted: +5 Fatal Attractor Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Lightninglace the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +10% lightning / +5% acid Changes damage: +21% lightning / +6% nature / +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Porenne'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% mind / +12% blight Silence immunity: +29% Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Mana each turn: +0.34 Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
| On fingers | voratun pearl ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +5 Defense: +8 (+3 eff.) Effects on melee hit: * 22% chance to slow global speed by 60% Changes stats: +3 Dex / +3 Mag / +2 Wil / +6 Cun Changes resistances: +27% acid / +30% lightning / +23% cold / +30% fire / +5% all Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +45.00 Light radius: +2 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | magewarrior's short dragonbone magestaff (136% power, 6 apr, lightning element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +9.0% Physical power: +11 (+4 eff.) Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +5.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% Slows Projectiles: +25% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Mana each turn: +5.00 Maximum mana: +50.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). The bottom part of Telos' broken staff. |
| Cloak | Chargevengeance the elven-silk cloak (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +35 (+12 eff.) Defense: +18 (+6 eff.) Damage when hit (Melee): 6 temporal Changes stats: +5 Str Changes resistances: +57% lightning / +9% acid Changes resistances penetration: +10% lightning Changes damage: +30% lightning / +15% temporal Physical save: +15 (+5 eff.) Stun/Freeze immunity: +50% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Talent granted: +5 Arcane Dynamo Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+7 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
medical injector implant of the titan (efficiency 187% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 187% efficiency and cooldown mod of 67%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 96.38 physical damage and 171.35 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (510.00 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 810.90 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 spell talent. |
8 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
18 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
22 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
Aeragorn the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +29% Pinning immunity: +32% Knockback immunity: +28% Life regen: +10.00 Maximum life: +82.00 Mental crit. chance: +4% Healing mod.: +13% Rings make your fingers look great! |
Eilinemira the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Physical power: +12 (+4 eff.) Changes stats: +9 Str / +3 Cun / +7 Con Changes resistances: +5% arcane / +15% nature Disease immunity: +20% Stun/Freeze immunity: +20% Psi when hit: +0.08 Rings make your fingers look great! |
Leledoneg the CloudwitherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes resistances penetration: +25% cold Changes damage: +24% lightning / +21% mind Critical mult.: +20.40% Maximum encumbrance: +34 Mental save: +9 (+3 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.10 Rings make your fingers look great! |
RunydokhadCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +17 Armour: +6 Defense: +12 (+4 eff.) Fatigue: -8% Changes stats: +4 Con Changes resistances: +3% cold Maximum encumbrance: +35 Spell save: +15 (+5 eff.) Disease immunity: +20% Knockback immunity: +10% Teleport immunity: +10% Maximum stamina: +33.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's gold ring of arcana (+0.17/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Silence immunity: +32% Mana each turn: +0.17 Rings make your fingers look great! |
marksman's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +5 Dex Changes resistances: +21% acid / +18% fire / +18% lightning / +10% cold Rings make your fingers look great! |
sneakthief's steel ring of arcana (+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +5 Dex Silence immunity: +22% Mana each turn: +0.11 Rings make your fingers look great! |
steel quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
steel ring 'Gegavea'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +26% fire / +20% cold Changes resistances penetration: +10% mind Changes damage: +13% fire / +10% cold Maximum hate: +2.00 Maximum psi: +40.00 Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+10 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 Activation costs 200 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." |
Flarequarry the ash magestaff (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes resistances penetration: +10% temporal Changes damage: +15% lightning / +6% fire / +9% temporal Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +11% Reduces paradox anomalies(equivalent to willpower): +5 Staves designed for wielders of magic, by the greats of the art. |
Nighttaint the dragonbone starstaff (151% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 26% Changes resistances: +18% blight Changes resistances penetration: +10% darkness Changes damage: +41% lightning / +6% blight / +41% cold / +41% arcane / +41% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +28 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (143% power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Firebutcher (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind Changes resistances: +15% lightning / +12% fire / +15% mind Changes resistances penetration: +10% mind / +26% fire Changes damage: +12% lightning / +6% mind Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashpunish (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +2 Wil / +3 Con Changes resistances: +3% lightning Changes damage: +9% lightning Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven silk robe of power (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Mag / +7 Wil Changes resistances: +9% lightning / +9% cold / +13% all Changes damage: +14% lightning / +10% physical / +12% cold / +15% all Spellpower: +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthoran (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +2 Str / +4 Dex / +1 Con Changes resistances: +6% cold Allows you to breathe in: water See invisible: +6 A cap made of leather. |
3 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. |
2053 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. |
10 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. |
4 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. |
15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
15 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Nerebeth the FlashfistCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances: +9% blight Changes resistances penetration: +25% lightning / +25% fire / +11% all Changes damage: +9% lightning / +9% temporal / +18% blight Light radius: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 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)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
71 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. |
15 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. |
11 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. |
5 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. |
2 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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 259/400. 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 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) Activation costs 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. |
arcane dynamoPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Arcane Dynamo Allows the use of Technomancy spells. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft lightning coilPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
well-made mana coilRequires: - Level 15 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Mana each turn: +3.00 Mana regeneration, on spell hit 25%% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
powerful dragonbone totem of healing [power 500] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 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 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. |
14 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. |
17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
6 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. |
10 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 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Cornac Archmage the Cornac Archmage level 45
10th Mirth 123rd year of Ascendancy at 10:09 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Cornac Archmage the Cornac Archmage level 33
1st Regrowth 123rd year of Ascendancy at 13:06 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Cornac Archmage the Cornac Archmage level 39
30th Regrowth 123rd year of Ascendancy at 20:03 see stats
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By Cornac Archmage the Cornac Archmage level 34
11st Regrowth 123rd year of Ascendancy at 16:15 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Cornac Archmage the Cornac Archmage level 50
1st Time of Equilibrium 123rd year of Ascendancy at 07:51 see stats
Atamathoned! (Exploration mode)
Killed the giant golem Atamathon after foolishly reactivating it.By Cornac Archmage the Cornac Archmage level 50
61st Regrowth 124th year of Ascendancy at 09:36 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Cornac Archmage the Cornac Archmage level 50
5th Decay 123rd year of Ascendancy at 05:18 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Cornac Archmage the Cornac Archmage level 48
7th Dusk 123rd year of Ascendancy at 10:07 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Cornac Archmage the Cornac Archmage level 44
1st Time of Balance 123rd year of Ascendancy at 11:10 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Cornac Archmage the Cornac Archmage level 17
31st Dusk 122nd year of Ascendancy at 20:22 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By Cornac Archmage the Cornac Archmage level 50
1st Wintertide 124th year of Ascendancy at 20:27 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Cornac Archmage the Cornac Archmage level 47
2nd Flare 123rd year of Ascendancy at 08:06 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Cornac Archmage the Cornac Archmage level 44
12nd Pyre 123rd year of Ascendancy at 22:30 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Cornac Archmage the Cornac Archmage level 37
28th Regrowth 123rd year of Ascendancy at 07:25 see stats
Evil denied (Exploration mode)
Won ToME by preventing the Void portal from opening.By Cornac Archmage the Cornac Archmage level 50
46th Regrowth 124th year of Ascendancy at 20:18 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Cornac Archmage the Cornac Archmage level 24
57th Haze 122nd year of Ascendancy at 09:51 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cornac Archmage the Cornac Archmage level 23
54th Haze 122nd year of Ascendancy at 06:11 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Cornac Archmage the Cornac Archmage level 28
66th Haze 122nd year of Ascendancy at 06:22 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By Cornac Archmage the Cornac Archmage level 50
44th Regrowth 124th year of Ascendancy at 02:44 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Cornac Archmage the Cornac Archmage level 46
3rd Summertide 123rd year of Ascendancy at 14:26 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cornac Archmage the Cornac Archmage level 29
74th Haze 122nd year of Ascendancy at 14:08 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Cornac Archmage the Cornac Archmage level 50
1st Time of Equilibrium 123rd year of Ascendancy at 10:23 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Cornac Archmage the Cornac Archmage level 33
2nd Allure 123rd year of Ascendancy at 09:47 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Cornac Archmage the Cornac Archmage level 10
6th Mirth 122nd year of Ascendancy at 17:47 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Cornac Archmage the Cornac Archmage level 20
43rd Haze 122nd year of Ascendancy at 22:05 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Cornac Archmage the Cornac Archmage level 30
77th Haze 122nd year of Ascendancy at 18:09 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Cornac Archmage the Cornac Archmage level 40
43rd Regrowth 123rd year of Ascendancy at 21:36 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Cornac Archmage the Cornac Archmage level 50
1st Time of Equilibrium 123rd year of Ascendancy at 04:31 see stats
Myths of an age past (Exploration mode)
Learned all there is to learn about the Gods and the Godslayers.By Cornac Archmage the Cornac Archmage level 33
1st Regrowth 123rd year of Ascendancy at 13:06 see stats
Now, this is impressive! (Exploration mode)
Killed Linaniil, the Supreme Archmage of Angolwen.By Cornac Archmage the Cornac Archmage level 50
69th Regrowth 124th year of Ascendancy at 17:18 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Cornac Archmage the Cornac Archmage level 42
72nd Regrowth 123rd year of Ascendancy at 15:31 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Cornac Archmage the Cornac Archmage level 50
30th Regrowth 124th year of Ascendancy at 08:46 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Cornac Archmage the Cornac Archmage level 50
1st Regrowth 124th year of Ascendancy at 19:22 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Cornac Archmage the Cornac Archmage level 42
69th Regrowth 123rd year of Ascendancy at 02:47 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Cornac Archmage the Cornac Archmage level 28
69th Haze 122nd year of Ascendancy at 18:46 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Cornac Archmage the Cornac Archmage level 37
28th Regrowth 123rd year of Ascendancy at 07:25 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Cornac Archmage the Cornac Archmage level 27
65th Haze 122nd year of Ascendancy at 23:06 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Cornac Archmage the Cornac Archmage level 48
2nd Flare 123rd year of Ascendancy at 14:26 see stats
Slimefest (Exploration mode)
Have 100 walls on the sludgenest turn into hostile creatures.By Cornac Archmage the Cornac Archmage level 42
74th Regrowth 123rd year of Ascendancy at 00:03 see stats
Tactical master (Exploration mode)
Fought the two Sorcerers without closing any invocation portals.By Cornac Archmage the Cornac Archmage level 50
46th Regrowth 124th year of Ascendancy at 20:17 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Cornac Archmage the Cornac Archmage level 33
1st Regrowth 123rd year of Ascendancy at 13:06 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Cornac Archmage the Cornac Archmage level 27
65th Haze 122nd year of Ascendancy at 05:58 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Cornac Archmage the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 10:21 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Cornac Archmage the Cornac Archmage level 33
1st Regrowth 123rd year of Ascendancy at 13:06 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By Cornac Archmage the Cornac Archmage level 20
44th Haze 122nd year of Ascendancy at 14:46 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cornac Archmage the Cornac Archmage level 43
78th Regrowth 123rd year of Ascendancy at 21:45 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Cornac Archmage the Cornac Archmage level 50
1st Wintertide 124th year of Ascendancy at 17:59 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Cornac Archmage the Cornac Archmage level 50
20th Haze 123rd year of Ascendancy at 18:44 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Cornac Archmage the Cornac Archmage level 28
66th Haze 122nd year of Ascendancy at 12:01 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Cornac Archmage the Cornac Archmage level 15
5th Flare 122nd year of Ascendancy at 06:34 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Cornac Archmage the Cornac Archmage level 37
29th Regrowth 123rd year of Ascendancy at 21:28 see stats
Log
Today is the 69th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 20:56.
Galen's Flowing Robe activates and resets Cornac Archmage's Arcane Power cooldown!
The furious lightning storm around Cornac Archmage calms down and disappears.






















































































































































