









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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 | Demons |
Mode | Insane Exploration |
Sex | Male |
Race | Shalore |
Class | Shining One |
Level / Exp | 50 / 3917% |
Size | medium |
Lifes / Deaths | Killed by Dream of Winter at level 16 on the 75th Vengeance 123rd year of Ascendancy at 11:10 / 56Killed by Layaba the devolved water imp at level 18 on the 82nd Vengeance 123rd year of Ascendancy at 10:55 Killed by Xanilrana the large brown snake at level 28 on the 102nd Vengeance 123rd year of Ascendancy at 12:30 Killed by ENDLESS LIGHT's Reflection at level 30 on the 103rd Vengeance 123rd year of Ascendancy at 19:30 Killed by ENDLESS LIGHT's Reflection at level 30 on the 103rd Vengeance 123rd year of Ascendancy at 20:46 Killed by ENDLESS LIGHT's Reflection at level 31 on the 104th Vengeance 123rd year of Ascendancy at 01:03 Killed by ENDLESS LIGHT at level 32 on the 104th Vengeance 123rd year of Ascendancy at 05:01 Killed by elven corruptor at level 34 on the 180th Vengeance 123rd year of Ascendancy at 11:48 Killed by Glorynn the mean looking elven guard at level 35 on the 180th Vengeance 123rd year of Ascendancy at 14:34 Killed by Layowyn the elven cultist at level 35 on the 180th Vengeance 123rd year of Ascendancy at 17:02 Killed by Layowyn the elven cultist at level 35 on the 180th Vengeance 123rd year of Ascendancy at 19:02 Killed by ENDLESS LIGHT's Reflection at level 35 on the 180th Vengeance 123rd year of Ascendancy at 20:45 Killed by Belowen the scintillating giant blue ant at level 36 on the 190th Vengeance 123rd year of Ascendancy at 04:29 Killed by ENDLESS LIGHT at level 36 on the 190th Vengeance 123rd year of Ascendancy at 05:45 Killed by Zubemina the scintillating elven cultist at level 37 on the 190th Vengeance 123rd year of Ascendancy at 15:45 Killed by Elemina the glimmering elven guard at level 37 on the 190th Vengeance 123rd year of Ascendancy at 17:16 Killed by Elemina the glimmering elven guard at level 37 on the 190th Vengeance 123rd year of Ascendancy at 18:10 Killed by scintillating elven blood mage at level 37 on the 190th Vengeance 123rd year of Ascendancy at 19:43 Killed by Polekira the scintillating elven corruptor at level 37 on the 190th Vengeance 123rd year of Ascendancy at 20:45 Killed by crystalline elven tempest at level 38 on the 191st Vengeance 123rd year of Ascendancy at 03:40 Killed by thalore hunter at level 40 on the 201st Vengeance 123rd year of Ascendancy at 23:05 Killed by Emassra the snow cat at level 40 on the 202nd Vengeance 123rd year of Ascendancy at 11:00 Killed by Salabeth the panther at level 41 on the 203rd Vengeance 123rd year of Ascendancy at 02:06 Killed by Garille the snow cat at level 41 on the 203rd Vengeance 123rd year of Ascendancy at 03:11 Killed by Garille the snow cat at level 41 on the 203rd Vengeance 123rd year of Ascendancy at 04:34 Killed by Gyma the necrotic mass at level 45 on the 209th Vengeance 123rd year of Ascendancy at 00:40 Killed by Lisutta the last hope guard at level 50 on the 220th Vengeance 123rd year of Ascendancy at 01:45 Killed by bloated horror at level 50 on the 220th Vengeance 123rd year of Ascendancy at 03:29 Killed by Zubywen the shadowblade at level 50 on the 220th Vengeance 123rd year of Ascendancy at 04:37 Killed by Zubywen the shadowblade at level 50 on the 220th Vengeance 123rd year of Ascendancy at 05:41 Killed by Zubywen the shadowblade at level 50 on the 220th Vengeance 123rd year of Ascendancy at 06:49 Killed by Betithra the mountain troll thunderer at level 50 on the 220th Vengeance 123rd year of Ascendancy at 10:50 Killed by ENDLESS LIGHT's Reflection at level 50 on the 220th Vengeance 123rd year of Ascendancy at 16:15 Killed by Glorylle the netherworm mass at level 50 on the 220th Vengeance 123rd year of Ascendancy at 20:44 Killed by bloated horror at level 50 on the 220th Vengeance 123rd year of Ascendancy at 22:03 Killed by Betelaith the last hope guard at level 50 on the 220th Vengeance 123rd year of Ascendancy at 22:59 Killed by Lisydhena the shadowblade at level 50 on the 221st Vengeance 123rd year of Ascendancy at 00:25 Killed by Glorolle the last hope guard at level 50 on the 221st Vengeance 123rd year of Ascendancy at 02:17 Killed by ENDLESS LIGHT at level 50 on the 221st Vengeance 123rd year of Ascendancy at 13:28 Killed by Xota the umbral horror at level 50 on the 221st Vengeance 123rd year of Ascendancy at 20:24 Killed by bloated horror at level 50 on the 222nd Vengeance 123rd year of Ascendancy at 21:17 Killed by oozing horror at level 50 on the 223rd Vengeance 123rd year of Ascendancy at 02:21 Killed by shadow at level 50 on the 223rd Vengeance 123rd year of Ascendancy at 13:51 Killed by shadowblade at level 50 on the 223rd Vengeance 123rd year of Ascendancy at 16:07 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 05:42 Killed by ENDLESS LIGHT's Reflection at level 50 on the 224th Vengeance 123rd year of Ascendancy at 07:33 Killed by Herald Meranas at level 50 on the 224th Vengeance 123rd year of Ascendancy at 08:42 Killed by ENDLESS LIGHT's Reflection at level 50 on the 224th Vengeance 123rd year of Ascendancy at 10:49 Killed by Beletta the thalore wilder at level 50 on the 224th Vengeance 123rd year of Ascendancy at 12:00 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 13:10 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 14:29 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 15:47 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 17:13 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 18:42 Killed by King Tolak the Fair at level 50 on the 224th Vengeance 123rd year of Ascendancy at 20:13 Killed by ENDLESS LIGHT's Reflection at level 50 on the 224th Vengeance 123rd year of Ascendancy at 23:19 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 37 (base 10) |
Constitution | 87 (base 60) |
Magic | 78 (base 60) |
Willpower | 71 (base 48) |
Cunning | 86 (base 60) |
Resources
Mana | 792/792 |
Vim | 296/296 |
Life | 730/730 |
Positive | 187/187 |
Insanity | 0/100 |
Healing Factor | 1.7898704628102 |
Regeneration | 52.353711037197 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 38 |
Accuracy | 29 |
Crit Chance | 38% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Mind | +21% |
Lightning | +20% |
Light | +92% |
Temporal | +6% |
Darkness | +16% |
Physical | +19% |
Fire | +50% |
All | 0% |
Offense: Damage Penetration
Darkness | +35% |
Light | +3161% |
Temporal | +30% |
Arcane | +15% |
Fire | +3152% |
Defense: Base
Armour (hardiness) | 21 (48.304188961773%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 66 |
Mental Save | 41 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 54%( 70%) |
Physical | + 43%( 70%) |
Cold | + 56%( 70%) |
All | + 33%( 70%) |
Lightning | + 58%( 70%) |
Light | + 70%( 70%) |
Temporal | + 58%( 70%) |
Mind | + 47%( 70%) |
Darkness | + 60%( 70%) |
Fire | + 70%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 64% |
Pinning Resistance | 31% |
Poison Resistance | 21% |
Knockback Resistance | 39% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 562 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 157 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 Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Demented / Inner Power | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Incinerator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Prism | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Demented / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Mantras | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mantra of Heliocentrism |
talent | Chant of Resistance |
beneficial effect | Increases defense by 14. Mobile Defense |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * The Allied Kingdom leadership is destroyed. Victory is certain. You have won the game! | done |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan's resurrection failed. There is still hope of reviving his seed, but he will not help you. Shassy'Kaish will help you. Probably. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+5 eff.) Fatigue: -10% Effects on melee hit: * 26% chance to reduce all saves and defense by 32 Changes stats: +11 Dex Changes resistances: +9% mind / +3% darkness Changes resistances penetration: +15% temporal / +25% darkness / +10% fire Changes damage: +6% mind Life regen: +9.00 Stamina each turn: +0.70 Maximum life: +56.00 Movement speed: +10% Healing mod.: +20% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +6% darkness / +7% cold Changes damage: +7% light Damage affinity(heal): +5% light Light radius: +5 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +14% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 5.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 186.62 light damage. At talent level 3 you gain 41% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Wil Changes resistances: +15% physical / +11% mind / +7% darkness Changes resistances penetration: +15% arcane Changes damage: +6% temporal / +19% physical / +16% darkness / +12% mind Physical save: +21 (+7 eff.) Mental save: +11 (+4 eff.) Maximum hate: +12.00 Maximum psi: +29.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +8% 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... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 66 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 22/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +7 Cun / +7 Dex Life regen: +12.00 Maximum life: +71.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% blight / +15% temporal / +12% nature Changes resistances penetration: +15% temporal Changes damage: +3% mind Spell save: +18 (+4 eff.) Poison immunity: +21% Disease immunity: +20% Disarm immunity: +44% Pinning immunity: +31% Knockback immunity: +39% Hate when firing a critical mind attack: +3.00 Maximum life: +37.00 Maximum stamina: +40.00 Mental crit. chance: +1% Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+2 eff.) Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Physical save: +15 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 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: Changes stats: +6 Mag / +5 Wil Changes resistances: +15% temporal / +12% darkness / +15% fire Changes resistances penetration: +10% fire / +10% darkness / +50% light Changes damage: +45% light Talent granted: +1 Command Staff Maximum mana: +93.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +32 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +22 Resist all after a teleport: +25% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
On hands | Weirdling Wraps (0 def, 5 armour) Weirdling Wraps (0 def, 5 armour)Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Changes stats: +10 Con Changes resistances: +10% all Stun/Freeze immunity: +20% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 30% Cun, 40% Con, 30% Str, 30% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Tentacle Grab (20% chance level 3). Less a pair of gloves, and more a tangle of tentacles that you wrap over your hands to cushion them; when you touch these hand-wraps, you feel like they are deliberately touching you back. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +8 Dex / +10 Mag / +14 Cun Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% lightning / +20% fire Damage affinity(heal): +20% lightning Spellpower: +12 (+3 eff.) Movement speed: +15% Chance to avoid any damage: +8% Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +6 Str / +4 Cun / +8 Con Changes resistances: +20% blight Physical save: +15 (+5 eff.) Disarm immunity: +20% Maximum life: +110.00 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Wil / +4 Con Physical save: +9 (+3 eff.) Life regen: +8.00 Maximum life: +48.00 Amulets make your neck look great! |
Inventory
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% temporal Talent mastery: +0.10 Technique / Combat training Amulets make your neck look great! |
![]() Powered 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 Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 8 cold Changes resistances: +15% fire / +36% cold Psi when hit: +0.08 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Con Silence immunity: +23% Mana each turn: +0.10 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.71 cold and 9.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% acid Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Disarm immunity: +38% Pinning immunity: +30% Knockback immunity: +34% Maximum life: +24.00 See invisible: +18 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Powered 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 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+10 eff.) Changes stats: +9 Str / +8 Con Life regen: +7.00 Maximum life: +88.00 Healing mod.: +19% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+6 eff.) Defense: +22 (+5 eff.) Changes stats: +5 Cun Movement speed: +21% 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: 3.5 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 32% for 5 turns. Rings make your fingers look great! |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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: Armour penetration: +5 Physical power: +10 (+8 eff.) Changes stats: +11 Con Changes resistances: +7% physical Changes resistances penetration: +15% physical Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +1.50 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Willpower 25 - Strength 25 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 32 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 mind / +7 nature When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Stamina each turn: +3.00 Psi each turn: +0.10 Maximum stamina: +30.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 It is part of a set of items. When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane / +7% all Physical save: +25 (+9 eff.) Spell save: +35 (+9 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A cloth vestment. It offers no intrinsic protection but can be enchanted. Transformed with the power of the Spellblaze. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+10 eff.) Changes stats: +3 Str / +4 Dex / +4 Cun / +6 Lck Changes resistances penetration: +5% physical Trap disarming bonus: +6 Stealth bonus: +5 Stamina each turn: +1.00 Maximum stamina: +10.00 Infravision radius: +3 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% fire / +6% light / +3% cold Changes resistances penetration: +5% light / +10% cold Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +6 Cun Changes resistances: +6% acid / +21% cold / +15% lightning / +15% blight Changes damage: +9% mind Mental save: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Con / +1 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% blight Reduces incoming crit damage: 5.00% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+3 eff.) Life regen: +8.00 Healing mod.: +16% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Damage when hit (Melee): 2 light Changes resistances penetration: +15% fire Changes damage: +6% light Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Light radius: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% lightning / +15% light / +9% acid Changes damage: +13% lightning / +15% light / +9% mind A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Changes damage: +6% fire Mana each turn: +0.10 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 2 nature Changes resistances: +6% lightning / +12% temporal / +3% nature Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 307.80 fire damage (based on Magic) Activation costs 50 power out of 58/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Hammer of Urh'Rok
The King is dead, and the Allied Kingdoms lie in ruins, thanks to your efforts.
Maj'Eyal will fall into the demons' hands. Eventually, all trace of the sher'tul will be wiped out.
You have done your duty.
You may continue playing and enjoy the rest of the world.
Achievements
By ENDLESS LIGHT the Shalore Shining One level 50
223rd Vengeance 123rd year of Ascendancy at 06:12 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
221st Vengeance 123rd year of Ascendancy at 07:02 see stats
By ENDLESS LIGHT the Shalore Shining One level 46
209th Vengeance 123rd year of Ascendancy at 04:41 see stats
By ENDLESS LIGHT the Shalore Shining One level 35
180th Vengeance 123rd year of Ascendancy at 13:45 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
224th Vengeance 123rd year of Ascendancy at 21:24 see stats
By ENDLESS LIGHT the Shalore Shining One level 10
72nd Vengeance 123rd year of Ascendancy at 15:27 see stats
By ENDLESS LIGHT the Shalore Shining One level 20
87th Vengeance 123rd year of Ascendancy at 15:00 see stats
By ENDLESS LIGHT the Shalore Shining One level 30
103rd Vengeance 123rd year of Ascendancy at 10:15 see stats
By ENDLESS LIGHT the Shalore Shining One level 40
195th Vengeance 123rd year of Ascendancy at 00:29 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
210th Vengeance 123rd year of Ascendancy at 04:11 see stats
By ENDLESS LIGHT the Shalore Shining One level 44
208th Vengeance 123rd year of Ascendancy at 14:43 see stats
By ENDLESS LIGHT the Shalore Shining One level 27
100th Vengeance 123rd year of Ascendancy at 10:50 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
223rd Vengeance 123rd year of Ascendancy at 13:52 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
224th Vengeance 123rd year of Ascendancy at 21:24 see stats
By ENDLESS LIGHT the Shalore Shining One level 31
104th Vengeance 123rd year of Ascendancy at 00:14 see stats
By ENDLESS LIGHT the Shalore Shining One level 18
76th Vengeance 123rd year of Ascendancy at 03:26 see stats
By ENDLESS LIGHT the Shalore Shining One level 42
203rd Vengeance 123rd year of Ascendancy at 10:45 see stats
By ENDLESS LIGHT the Shalore Shining One level 50
221st Vengeance 123rd year of Ascendancy at 19:49 see stats
Log
Sunburn from ENDLESS LIGHT's Reflection hits Herald Meranas for (4 teleported), 0 fire (0 total damage).
ENDLESS LIGHT's Reflection casts Self-destruction.
ENDLESS LIGHT's Reflection's spell attains critical power!
ENDLESS LIGHT's Reflection's spell attains critical power!
Character control switched to ENDLESS LIGHT.
Herald Meranas resists the knockback!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Herald Meranas teleports some damage to ENDLESS LIGHT's Reflection!
Blood Splash hits ENDLESS LIGHT's Reflection for 88 healing, 88 healing (0 total damage) [175 healing].
ENDLESS LIGHT's Reflection hits ENDLESS LIGHT's Reflection for 87 teleported, 7 (87 total damage).
ENDLESS LIGHT's Reflection hits Herald Meranas for (87 teleported), 0 blight (0 total damage).
ENDLESS LIGHT the level 50 shalore shining one was battered to death by ENDLESS LIGHT's Reflection on level 6 of Fields of Hope.
Saving game...
Talent Mirror Barrier is ready to use.
Talent Convergence is ready to use.
Talent Firebeam is ready to use.
Talent Sun Flare is ready to use.
Talent Mantra of Heliocentrism is ready to use.
Talent Chant of Resistance is ready to use.
Talent Searing Light is ready to use.
Talent Infusion: Regeneration is ready to use.
ENDLESS LIGHT activates Mantra of Heliocentrism.
ENDLESS LIGHT activates Chant of Resistance.
There is a Last Hope here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving done.