











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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Skirmisher |
Level / Exp | 50 / 1464% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 66 (base 16) |
Dexterity | 99 (base 60) |
Constitution | 92 (base 60) |
Magic | 41 (base 20) |
Willpower | 45 (base 20) |
Cunning | 90 (base 60) |
Resources
Life | 1397/1397 |
Stamina | 300/300 |
Healing Factor | 1.4696492883809 |
Regeneration | 41.756769011202 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
See Stealth | 66.699472274937 |
See Invisible | 66.699472274937 |
Offense: Mainhand
Damage | 178 |
Accuracy | 76 |
Crit Chance | 46% |
APR | 6 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Physical | +42% |
Darkness | +23% |
Light | +34% |
Mind | +43% |
Blight | +22% |
Arcane | +31% |
Fire | +17% |
All | +7% |
Offense: Damage Penetration
Physical | +40% |
Darkness | +54% |
Light | +35% |
Temporal | +38% |
Fire | +35% |
Arcane | +65% |
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 72.333955552641 (100%) |
Defense | 99 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 59 |
Mental Save | 80 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Physical | + 56%( 70%) |
Lightning | + 64%( 70%) |
Light | + 57%( 70%) |
Temporal | + 65%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 78% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 71% |
Bleed Resistance | 100% |
Pinning Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 58% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 3 turns and blocking 121 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 Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 3 turns and blocking 218 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 Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Insidious Poison |
talent | Trained Reactions |
talent | Numbing Poison |
talent | Pace Yourself |
talent | Chant of Fortress |
talent | Counter Shot |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic 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 failed to protect the lost warrior from death by wretchling. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 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: 2043. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. 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 the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 your homeland 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 | ![]() 2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +16% darkness +13% temporal ----- def ----- Armour +5 Resists +26% darkness +20% temporal Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +11 (+2 eff.) Def/telep +19 Res/telep +16% Dur/telep +18% A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego++] Nature/Master Power 61.0 - 73.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 193 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego++] Nature/Psionic While equipped: Stats +1 Con ----- def ----- Defense +10 (+1 eff.) Resists +11% blight Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +19 (+4 eff.) HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +9% darkness +13% mind Spell.save +7 (+2 eff.) Mind.save +24 (+5 eff.) Confus- +23% Circle of Sanctity: (Instant) Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +5 Dex +5 Wil +4 Cun +5 Con dps ---------- Dmg.mod +6% arcane +15% blight Acc +9 (+2 eff.) ----- def ----- Armour +3 Resists +12% blight +5% arcane Phys.save +22 (+6 eff.) Mind.save +9 (+2 eff.) Disarm- +71% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Resists +15% blight +24% cold Mind.save +12 (+2 eff.) Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 11 cooldown 100% to increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +18% acid +16% fire +22% lightning +21% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +21% mind +12% light ----- def ----- Resists +9% light Mind.save +9 (+2 eff.) HP.reg +7.00 Stun/Frz- +41% ---------- misc Equi/ret +0.36 Max.hate +6.00 Max.psi +50.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +9% blight +20% temporal Spell.save +15 (+4 eff.) Pinning- +31% Knockbk- +28% ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% 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 | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+3 eff.) Rng.Def +17 (+2 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+3 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 69.68 to 87.10 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Master While equipped: dps ---------- Dmg.mod +16% darkness Res.pen +13% darkness ----- def ----- Armour +5 Defense +9 (+1 eff.) Resists +19% darkness Phys.save +25 (+7 eff.) Spell.save +19 (+5 eff.) Mind.save +20 (+4 eff.) Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +9% arcane Res.pen +15% arcane +15% mind ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Resists +15% acid +16% physical +16% lightning +47% cold +9% mind +41% fire A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 light, 5 fire, 3 arcane, 4 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% mind Blind- +20% Confus- +34% ---------- misc Infravis +8 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 7 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. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +24 (+7 eff.) Spell.pwr +24 (+11 eff.) Mind.pwr +27 (+9 eff.) Dmg.mod +9% cold +16% nature +14% all Res.pen +15% darkness Melee Ret 6 cold ----- def ----- Resists +6% cold +9% fire +12% darkness +32% nature Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Mag +18 Wil dps ---------- Mind.crit +6% Crit.mult +10.00% Spell.pwr +12 (+6 eff.) Dmg.mod +3% lightning Melee Ret 4 cold ----- def ----- Resists +9% cold Mind.save +32 (+6 eff.) Max.HP +86.00 HP.reg +20.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% fire Melee Ret 10 darkness ----- def ----- Resists +12% lightning +6% fire Mind.save +8 (+1 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +5 (+1 eff.) Resists +20% lightning +12% mind HP.reg +4.00 Heal.mod +10% Stun/Frz- +20% Rings make your fingers look great! |
![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 acid While equipped: Stats +5 Mag dps ---------- Crit.mult +15.00% Dmg.mod +14% acid +6% temporal +12% arcane +6% nature +36% physical Res.pen +8% temporal +15% physical Melee Ret 6 nature ---------- misc Reload +5 Max.vim +40.00 Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T5 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Str dps ---------- Phys.crit +14.0% Phys.pwr +13 (+4 eff.) Acc +11 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% While equipped: Stats +4 Cun dps ---------- Phys.crit +14.0% Phys.spd +10% Acc +11 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+19 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 136 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." |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +6 Resists +3% temporal +5% arcane +9% light Max.HP +48.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +10 Dex +6 Wil +10 Cun +9 Lck ----- def ----- Phys.save +16 (+4 eff.) Spell.save +17 (+4 eff.) Mind.save +16 (+3 eff.) Stealth +11 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+1 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 34 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +8% darkness ----- def ----- Defense +8 (+1 eff.) Resists +12% fire +17% darkness +17% light Stealth +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +13 Con dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +16% physical Res.pen +25% physical ----- def ----- Armour +5 Defense +10 (+1 eff.) Fatigue -6% Phys.save +24 (+6 eff.) ---------- misc Max.enc +50 Size +1 A pair of boots made of leather. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+3 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 32, based on Cunning and Magic) for 10 turns. Uses 34 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +13 Str +6 Dex +8 Mag +4 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +7% Phys.pwr +19 (+6 eff.) Spell.pwr +12 (+6 eff.) Mind.pwr +14 (+5 eff.) ----- def ----- Armour +8 Defense +30 (+5 eff.) Fatigue +8% Resists +16% lightning Phys.save +14 (+4 eff.) A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+1 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% temporal Max.HP +40.00 Disarm- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 53.35 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +18 Cun +5 Str dps ---------- Crit.mult +24.78% Mind.pwr +37 (+12 eff.) On Hit (Melee): * 25% chance to reduce armor by 27% ----- def ----- Blind- +50% Confus- +30% ---------- misc Hate/m.crit +5.00 Light +11 Infravis +4 See.Stealth +25 See.Invis +22 Track: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Res.pen +10% fire ----- def ----- Max.HP +42.00 ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 4.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T4 shot ammo [Ego++] Master Power 62.0 - 74.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +11 Crit +19.5% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Arcane Power 45.0 - 54.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 On Hit: * Create an explosion dealing 59 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Nature/Master Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 57 On Hit: * 20% chance to create vines that bind the target to the ground dealing 193 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +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.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Irritant the Skeleton Skirmisher level 34
77th Regrowth 124th year of Ascendancy at 11:26 see stats
By Irritant the Skeleton Skirmisher level 50
53rd Dusk 125th year of Ascendancy at 05:37 see stats
By Irritant the Skeleton Skirmisher level 33
1st Time of Equilibrium 123rd year of Ascendancy at 18:58 see stats
By Irritant the Skeleton Skirmisher level 38
1st Time of Equilibrium 124th year of Ascendancy at 23:22 see stats
By Irritant the Skeleton Skirmisher level 44
18th Dusk 125th year of Ascendancy at 10:09 see stats
By Irritant the Skeleton Skirmisher level 36
22nd Pyre 124th year of Ascendancy at 15:52 see stats
By Irritant the Skeleton Skirmisher level 22
47th Haze 122nd year of Ascendancy at 01:06 see stats
By Irritant the Skeleton Skirmisher level 16
76th Dusk 122nd year of Ascendancy at 17:09 see stats
By Irritant the Skeleton Skirmisher level 35
2nd Pyre 124th year of Ascendancy at 11:17 see stats
By Irritant the Skeleton Skirmisher level 35
2nd Pyre 124th year of Ascendancy at 05:21 see stats
By Irritant the Skeleton Skirmisher level 19
35th Haze 122nd year of Ascendancy at 14:10 see stats
By Irritant the Skeleton Skirmisher level 21
38th Haze 122nd year of Ascendancy at 01:12 see stats
By Irritant the Skeleton Skirmisher level 25
77th Pyre 123rd year of Ascendancy at 08:51 see stats
By Irritant the Skeleton Skirmisher level 50
13rd Haze 125th year of Ascendancy at 16:43 see stats
By Irritant the Skeleton Skirmisher level 27
9th Flare 123rd year of Ascendancy at 16:21 see stats
By Irritant the Skeleton Skirmisher level 10
31st Dusk 122nd year of Ascendancy at 11:36 see stats
By Irritant the Skeleton Skirmisher level 20
36th Haze 122nd year of Ascendancy at 23:56 see stats
By Irritant the Skeleton Skirmisher level 30
33rd Dusk 123rd year of Ascendancy at 15:30 see stats
By Irritant the Skeleton Skirmisher level 40
56th Regrowth 125th year of Ascendancy at 17:59 see stats
By Irritant the Skeleton Skirmisher level 50
52nd Dusk 125th year of Ascendancy at 15:11 see stats
By Irritant the Skeleton Skirmisher level 50
68th Dusk 125th year of Ascendancy at 23:11 see stats
By Irritant the Skeleton Skirmisher level 22
52nd Haze 122nd year of Ascendancy at 12:18 see stats
By Irritant the Skeleton Skirmisher level 50
21st Haze 125th year of Ascendancy at 17:34 see stats
By Irritant the Skeleton Skirmisher level 38
13rd Haze 124th year of Ascendancy at 10:52 see stats
By Irritant the Skeleton Skirmisher level 21
44th Haze 122nd year of Ascendancy at 07:22 see stats
By Irritant the Skeleton Skirmisher level 35
2nd Pyre 124th year of Ascendancy at 15:19 see stats
By Irritant the Skeleton Skirmisher level 50
21st Haze 125th year of Ascendancy at 17:35 see stats
By Irritant the Skeleton Skirmisher level 50
68th Dusk 125th year of Ascendancy at 18:48 see stats
By Irritant the Skeleton Skirmisher level 23
67th Haze 122nd year of Ascendancy at 23:31 see stats
By Irritant the Skeleton Skirmisher level 50
53rd Dusk 125th year of Ascendancy at 09:57 see stats
By Irritant the Skeleton Skirmisher level 16
5th Haze 122nd year of Ascendancy at 09:07 see stats
By Irritant the Skeleton Skirmisher level 50
3rd Haze 125th year of Ascendancy at 15:48 see stats
By Irritant the Skeleton Skirmisher level 39
50th Regrowth 125th year of Ascendancy at 20:19 see stats
By Irritant the Skeleton Skirmisher level 23
67th Haze 122nd year of Ascendancy at 07:32 see stats
By Irritant the Skeleton Skirmisher level 23
66th Pyre 123rd year of Ascendancy at 16:48 see stats
By Irritant the Skeleton Skirmisher level 16
7th Haze 122nd year of Ascendancy at 20:55 see stats
By Irritant the Skeleton Skirmisher level 33
1st Time of Equilibrium 123rd year of Ascendancy at 00:59 see stats
Log
You don't see how to get there...
Today is the 35th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 36th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 37th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Ran for 4 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 38th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 39th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 40th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 41st Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 42nd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
Today is the 43rd Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 44th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 45th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Saving game...
Saving done.