











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 1910% |
Size | medium |
Lifes / Deaths | Killed by thief at level 8 on the 28th Voratun 122nd year of Ascendancy at 22:45 0 / 7Killed by Burb the snow giant champion at level 20 on the 8th Stralite 123rd year of Ascendancy at 11:42 Killed by worm that walks (servant of Tintacula) at level 26 on the 9th Wealth 123rd year of Ascendancy at 06:02 Killed by The Amalgamation at level 28 on the 24th Dearth 123rd year of Ascendancy at 12:26 Killed by armoured skeleton warrior at level 48 on the 27th Loss 124th year of Ascendancy at 00:35 Killed by Lord of Skulls (warrior) at level 48 on the 9th Shortage 124th year of Ascendancy at 08:18 Killed by Tintacula's Inner Demon at level 50 on the 12nd Gold 125th year of Ascendancy at 16:06 |
Primary Stats
Strength | 34 (base 14) |
Dexterity | 50 (base 24) |
Constitution | 80 (base 60) |
Magic | 123 (base 60) |
Willpower | 33 (base 23) |
Cunning | 92 (base 66) |
Resources
Life | 1706/1706 |
Mana | 681/681 |
Equilibrium | 20 |
Insanity | 0/100 |
Healing Factor | 1.4210366327279 |
Regeneration | 0.35525915818197 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 48.121379661325 |
See Invisible | 63.121379661325 |
Offense: Mainhand
Damage | 199 |
Accuracy | 63 |
Crit Chance | 63% |
APR | 6 |
Speed | 0.91 |
Offense: Spell
Spellpower | 89 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +185% |
Physical | +28% |
Fire | +26% |
Blight | +66% |
Arcane | +27% |
Cold | +29% |
All | +9% |
Offense: Damage Penetration
Blight | +25% |
Darkness | +20% |
Arcane | +29% |
All | 0% |
Defense: Base
Armour (hardiness) | 52.526719919107 (59.574340358689%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 53 |
Mental Save | 54 |
Defense: Resistances
Cold | + 70%( 70%) |
Lightning | + 61%( 70%) |
Darkness | + 66%( 70%) |
Temporal | + 61%( 70%) |
Blight | + 48%( 70%) |
Acid | + 61%( 70%) |
Fire | + 70%( 70%) |
All | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 41% |
Instadeath Resistance | 100% |
Confusion Resistance | 32% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 419 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 172 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. |
Runes | Effective talent level: 1.0 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -667 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 667 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 936% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Defensive Posture |
talent | Chaos Orbs |
talent | Elemental Harmony |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Elymira the snow giant. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by vampire lord. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2287. | 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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +25 (+4 eff.) Dmg.mod +21% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +5 Resists +18% acid +13% fire +13% cold ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Spell.crit +4% Crit.mult +20.00% Spell.pwr +20 (+4 eff.) Dmg.mod +21% blight Res.pen +29% arcane Melee Ret 12 arcane 10 fire On Hit (Melee): * 23% chance to reduce all saves and defense by 25 ----- def ----- Resists +24% fire Max.HP +80.00 ---------- misc Mana/s.crit +2.35 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +30% darkness +18% blight Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Armour +4 Fatigue +4% Resists +6% blight Phys.save +17 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +9 Mag +2 Cun +4 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +9% darkness Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +35.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +6 Dmg.mod +12% arcane ----- def ----- Silence- +41% ---------- misc Mana/turn +0.34 Mana/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +27% darkness +17% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +43% fire +6% cold ---------- misc Infravis +3 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Dex +7 Mag dps ---------- Dmg.mod +21% darkness Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ---------- misc Mana/turn +0.35 Max.mana +39.00 Light +3 Infravis +3 See.Invis +15 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +11.0% Spell.crit +15% Spell.pwr +22 (+4 eff.) Melee+ 32 arcane Dmg.mod +6% arcane +30% darkness ---------- misc Max.mana +93.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 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 46, based on Cunning and Magic) for 10 turns. Uses 41 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +6 Defense +43 (+11 eff.) Resists +3% acid Crit.chn- 10.00% Phys.save +51 (+13 eff.) Spell.save +20 (+7 eff.) Mind.save +19 (+6 eff.) Die.at -40.00 life Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Wil +3 Mag dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) S.pwr/crit +6 Phys.spd +10% Dmg.mod +9% physical Phasing +30% ----- def ----- Resists +30% lightning Phys.save +25 (+6 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+8 eff.) Stun/Frz- +50% ---------- misc Max.mana +60.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -723 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 723 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 307.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 178 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 7 times. Its effects scale with your Dexterity stat. 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 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 491.12 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +15% mind ---------- misc Masteries +0.27 Demented/Beyond sanity +0.27 Demented/Disfigured face Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +7 (+1 eff.) S.pwr/crit +4 Phys.spd +10% Dmg.mod +8% physical ---------- misc Mana/turn +0.50 Max.mana +40.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +14% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +12 (+4 eff.) Melee+ 8 light 9 darkness Dmg.mod +11% light +15% darkness On Melee Ret: * 9% chance to reduce damage dealt by 21% * 10% chance to blind ----- def ----- Mind.save +13 (+4 eff.) Confus- +21% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +8 (+2 eff.) Res.Cap +4% all Phys.save +14 (+4 eff.) Blind- +26% ---------- misc Infravis +2 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +17.00% Spell.pwr +9 (+1 eff.) Dmg.mod +8% blight +12% fire Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning +6% mind Res.pen +15% mind +10% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +28% lightning +12% mind Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Mov.spd +16% Dmg.mod +6% nature Res.pen +15% arcane Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +10 (+3 eff.) Resists +6% nature Silence- +31% ---------- misc Mana/turn +0.14 Blinding Speed: Puts all charms on 33 cooldown Level 4.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +53% lightning +18% nature Res.pen +30% nature +20% arcane Melee Ret 12 mind 8 nature ----- def ----- Resists +77% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +10 Cun +10 Con dps ---------- Dmg.mod +15% arcane ----- def ----- Crit.chn- 15.00% Phys.save +20 (+5 eff.) ---------- misc Infravis +3 See.Invis +15 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag +3 Cun dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +9% blight +12% temporal +6% arcane Res.pen +10% arcane +15% cold ----- def ----- Armour +12 Resists +12% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +3% cold Max.HP +80.00 HP.reg +4.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +24% nature +9% darkness +9% lightning Res.pen +15% acid Melee Ret 8 darkness ----- def ----- Resists +32% acid +12% nature Phys.save +16 (+4 eff.) Spell.save +18 (+6 eff.) Mind.save +16 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Dex, 50% Mag, 20% Str Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 503.76 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% 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 (+9 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 164 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 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 (+5 eff.) Mind.save +15 (+5 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. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight +8% light +8% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +15% fire +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +16 (+4 eff.) Resists +18% acid +16% fire +17% lightning +18% cold Phys.save +12 (+3 eff.) 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 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 41 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Dmg.mod +9% darkness +6% mind ----- def ----- Defense +14 (+4 eff.) Phys.save +15 (+4 eff.) ---------- misc Hate/m.crit +5.00 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 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Mind.crit +3% Spell.pwr +13 (+2 eff.) Mind.pwr +7 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% darkness +17% physical Res.pen +19% darkness +14% physical ----- def ----- Resists +15% all Silence- +31% ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +38% darkness +21% physical Res.pen +11% darkness +8% physical ----- def ----- Resists +28% darkness +15% all ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +21% temporal +11% light +15% darkness Res.pen +5% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +8% lightning +21% temporal +24% light +9% cold +9% blight +8% fire +9% darkness +13% all Phys.save +14 (+4 eff.) Spell.save +24 (+8 eff.) Mind.save +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Spell.crit +9% Crit.mult +14.00% Spell.pwr +22 (+4 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.34 Hate/m.crit +3.00 Psi/m.crit +2.00 Max.mana +73.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.pwr +15 (+2 eff.) Spell.pwr +24 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +3% blight Res.pen +5% blight On Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Armour +5 Resists +6% nature Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex dps ---------- Crit.mult +10.00% Spell.pwr +10 (+2 eff.) Res.pen +15% blight Acc +25 (+6 eff.) ----- def ----- Armour +9 Defense +16 (+4 eff.) Fatigue -8% Phys.save +12 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.enc +50 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 70% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 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. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 25 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 99.07 physical damage in a radius of 4 each turn for 7 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. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Spell.crit +5% Dmg.mod +7% nature Res.pen +5% arcane +15% physical Apr +6 ----- def ----- Resists +12% nature ---------- misc Mana/turn +0.08 Max.vim +40.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +15% blight +6% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Resists +15% fire Crit.chn- 5.00% ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 539 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 754.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 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. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +6 Str +5 Mag dps ---------- Dmg.mod +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 ----- def ----- Resists +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (433 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Tintacula the Drem Writhing One level 36
41st Steel 124th year of Ascendancy at 16:07 see stats
By Tintacula the Drem Writhing One level 26
43rd Profit 123rd year of Ascendancy at 03:44 see stats
By Tintacula the Drem Writhing One level 35
12nd Steel 124th year of Ascendancy at 06:38 see stats
By Tintacula the Drem Writhing One level 45
25th Dearth 124th year of Ascendancy at 08:54 see stats
By Tintacula the Drem Writhing One level 39
41st Stralite 124th year of Ascendancy at 19:56 see stats
By Tintacula the Drem Writhing One level 46
32nd Dearth 124th year of Ascendancy at 04:54 see stats
By Tintacula the Drem Writhing One level 38
35th Stralite 124th year of Ascendancy at 11:03 see stats
By Tintacula the Drem Writhing One level 36
29th Steel 124th year of Ascendancy at 07:16 see stats
By Tintacula the Drem Writhing One level 47
13rd Loss 124th year of Ascendancy at 21:36 see stats
By Tintacula the Drem Writhing One level 12
33rd Profit 122nd year of Ascendancy at 00:41 see stats
By Tintacula the Drem Writhing One level 37
31st Stralite 124th year of Ascendancy at 10:40 see stats
By Tintacula the Drem Writhing One level 29
39th Dearth 123rd year of Ascendancy at 21:26 see stats
By Tintacula the Drem Writhing One level 36
29th Steel 124th year of Ascendancy at 17:26 see stats
By Tintacula the Drem Writhing One level 22
12nd Stralite 123rd year of Ascendancy at 21:33 see stats
By Tintacula the Drem Writhing One level 50
10th Voratun 125th year of Ascendancy at 23:38 see stats
By Tintacula the Drem Writhing One level 19
19th Iron 123rd year of Ascendancy at 11:43 see stats
By Tintacula the Drem Writhing One level 25
3rd Voratun 123rd year of Ascendancy at 22:14 see stats
By Tintacula the Drem Writhing One level 24
26th Stralite 123rd year of Ascendancy at 05:49 see stats
By Tintacula the Drem Writhing One level 50
40th Stralite 125th year of Ascendancy at 05:07 see stats
By Tintacula the Drem Writhing One level 50
29th Iron 125th year of Ascendancy at 12:15 see stats
By Tintacula the Drem Writhing One level 26
43rd Profit 123rd year of Ascendancy at 03:11 see stats
By Tintacula the Drem Writhing One level 30
16th Iron 124th year of Ascendancy at 01:49 see stats
By Tintacula the Drem Writhing One level 10
1st Acquisition 122nd year of Ascendancy at 10:17 see stats
By Tintacula the Drem Writhing One level 20
3rd Stralite 123rd year of Ascendancy at 12:06 see stats
By Tintacula the Drem Writhing One level 30
10th Iron 124th year of Ascendancy at 02:59 see stats
By Tintacula the Drem Writhing One level 40
8th Voratun 124th year of Ascendancy at 09:30 see stats
By Tintacula the Drem Writhing One level 50
23rd Shortage 124th year of Ascendancy at 09:15 see stats
By Tintacula the Drem Writhing One level 50
27th Gold 125th year of Ascendancy at 04:05 see stats
By Tintacula the Drem Writhing One level 45
17th Dearth 124th year of Ascendancy at 13:32 see stats
By Tintacula the Drem Writhing One level 19
31st Steel 123rd year of Ascendancy at 11:21 see stats
By Tintacula the Drem Writhing One level 50
13rd Iron 125th year of Ascendancy at 02:33 see stats
By Tintacula the Drem Writhing One level 30
21st Iron 124th year of Ascendancy at 18:03 see stats
By Tintacula the Drem Writhing One level 16
21st Shortage 122nd year of Ascendancy at 11:29 see stats
By Tintacula the Drem Writhing One level 38
31st Stralite 124th year of Ascendancy at 12:43 see stats
By Tintacula the Drem Writhing One level 50
10th Voratun 125th year of Ascendancy at 23:37 see stats
By Tintacula the Drem Writhing One level 26
9th Wealth 123rd year of Ascendancy at 05:52 see stats
By Tintacula the Drem Writhing One level 10
4th Profit 122nd year of Ascendancy at 02:47 see stats
By Tintacula the Drem Writhing One level 26
43rd Profit 123rd year of Ascendancy at 03:44 see stats
By Tintacula the Drem Writhing One level 29
28th Shortage 123rd year of Ascendancy at 06:52 see stats
By Tintacula the Drem Writhing One level 50
18th Stralite 125th year of Ascendancy at 00:57 see stats
By Tintacula the Drem Writhing One level 50
10th Voratun 125th year of Ascendancy at 23:38 see stats
By Tintacula the Drem Writhing One level 36
25th Stralite 124th year of Ascendancy at 06:18 see stats
By Tintacula the Drem Writhing One level 12
23rd Profit 122nd year of Ascendancy at 22:16 see stats
By Tintacula the Drem Writhing One level 41
11st Profit 124th year of Ascendancy at 13:59 see stats
By Tintacula the Drem Writhing One level 26
43rd Profit 123rd year of Ascendancy at 03:44 see stats
By Tintacula the Drem Writhing One level 24
26th Stralite 123rd year of Ascendancy at 01:59 see stats
By Tintacula the Drem Writhing One level 18
18th Iron 123rd year of Ascendancy at 06:09 see stats
By Tintacula the Drem Writhing One level 34
11st Steel 124th year of Ascendancy at 22:38 see stats
Log
You gain 16.61 gold from the transmogrification of restorative elven-silk cloak of backstabbing (3 def, 0 armour).
You gain 3.34 gold from the transmogrification of enveloping elven-silk cloak of Iron Throne (18 def, 0 armour).
You gain 25.00 gold from the transmogrification of Guise of the Hated (14 def, 0 armour).
You gain 1.08 gold from the transmogrification of nightruned drakeskin leather belt of transcendence.
You gain 25.00 gold from the transmogrification of voratun waraxe 'Floebutcher' (39-55 power, 6 apr).
You gain 8.26 gold from the transmogrification of truestriking voratun waraxe of crippling (40-57 power, 6 apr).
You gain 9.91 gold from the transmogrification of elemental voratun waraxe of shearing (39-55 power, 6 apr).
You gain 8.26 gold from the transmogrification of chilling voratun waraxe of evisceration (40-57 power, 6 apr).
You gain 6.70 gold from the transmogrification of penetrating drakeskin leather sling of cunning (+6).
You gain 25.00 gold from the transmogrification of living mindstar 'Blazeviper' (17-19 power, 40 apr, mind damage).
You gain 25.00 gold from the transmogrification of Loamstrider the living mindstar (16-18 power, 40 apr, nature damage).
You gain 7.71 gold from the transmogrification of voratun mace of enduring (45-63 power, 6 apr).
You gain 4.91 gold from the transmogrification of voratun mace of disruption (45-63 power, 6 apr).
You gain 7.03 gold from the transmogrification of plaguebringer's voratun mace of massacre (56-78 power, 6 apr).
You gain 12.00 gold from the transmogrification of caustic voratun mace of crippling (46-65 power, 6 apr).
You gain 5.79 gold from the transmogrification of voratun longsword of shearing (42-59 power, 6 apr).
You gain 7.60 gold from the transmogrification of flaming voratun longsword of evisceration (42-59 power, 6 apr).
You gain 1.75 gold from the transmogrification of voratun greatsword (60-96 power, 4 apr).
You gain 11.14 gold from the transmogrification of balanced voratun greatsword of shearing (62-100 power, 4 apr).
You gain 25.00 gold from the transmogrification of Manesagen the Scorpionspawner (64-103 power, 4 apr).
You gain 8.78 gold from the transmogrification of flaming voratun dagger of ruin (40-51 power, 9 apr).
You gain 1.90 gold from the transmogrification of acid wave rune (damage 196; dur 4; cd 22).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Tintacula links closer to his ally!
Saving done.
Ran for 3 turns (stop reason: interesting character).