
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 50 / 2034% |
| Size | medium |
| Lifes / Deaths | Killed by Xitha the lesser vampire at level 30 on the 48th Regrowth 123rd year of Ascendancy at 13:00 4 / 3Killed by Polibeth the patchwork troll at level 37 on the 1st Summertide 123rd year of Ascendancy at 08:40 Killed by Ce'Ninne the orc master assassin at level 37 on the 1st Summertide 123rd year of Ascendancy at 23:20 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 27 (base 10) |
| Constitution | 49 (base 34) |
| Magic | 92 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 76 (base 58) |
Resources
| Life | 1261/1261 |
| Mana | 0/943 |
| Paradox | 300 |
| Healing Factor | 1.5 |
| Regeneration | 9.825 |
Speed
| Mental | -1.0003109451873E-11% |
| Attack | -1.0003109451873E-11% |
| Movement | +59.729022714361% |
| Spell | -1.0003109451873E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 27 |
| Crit Chance | 30% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79.75 |
| Crit Chance | 47% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 58.966666666667 |
| Crit Chance | 24% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| All | +51% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 59.594776448661 (30%) |
| Defense | 33.26246990005 |
| Ranged Defense | 34.26246990005 |
| Fatigue | 10 |
| Physical Save | 52.859929712127 |
| Spell Save | 62.332447284095 |
| Mental Save | 45.366666666667 |
Defense: Resistances
| All | + 28%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 34% |
| Confusion Resistance | 47% |
| Pinning Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.40 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.40 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Matter Weaving |
| talent | Contingency |
| talent | Reality Smearing |
| talent | Chant of Fortitude |
| beneficial effect | The target is moving is 60% faster. 3 Celerity |
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 grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Jace, the Mind Sculptor. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Jace, the Mind Sculptor. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Voriwyn the war bear. Escort: temporal explorer (level 1 of Old Forest) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. 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 brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Berezor (2 def, 20 armour) Berezor (2 def, 20 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes resistances: +6% acid / +22% fire / +10% lightning / +22% cold Mental save: +10 (+3 eff.) Silence immunity: +40% Confusion immunity: +47% Pinning immunity: +10% Stun/Freeze immunity: +42% A pair of boots made of leather. |
| Light source | dwarven lantern 'Satyrwinnow' dwarven lantern 'Satyrwinnow'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Con Changes resistances: +10% blight / +12% temporal Changes resistances penetration: +5% nature / +11% all Changes damage: +3% temporal Physical save: +9 (+3 eff.) Life regen: +3.10 Light radius: +5 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Glagana (8 def, 11 armour) Glagana (8 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+4 eff.) Fatigue: +5% Changes resistances: +14% nature / +6% all Changes resistances penetration: +20% acid Changes damage: +6% acid Physical save: +33 (+10 eff.) Spell save: +20 (+5 eff.) Maximum life: +108.00 Healing mod.: +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered voratun torque of kinetic psionic shield [power 301] (34 cooldown) overpowered voratun torque of kinetic psionic shield [power 301] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 301 for 7 turns, putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Brodemas BrodemasPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Physical power: +19 (+8 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +6 Dex / +2 Wil / +7 Cun Changes damage: +6% all Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Spellpower: +27 (+5 eff.) Mindpower: +27 (+7 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Dagohor' gold ring 'Dagohor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +5% physical Maximum encumbrance: +20 Stun/Freeze immunity: +36% Life regen: +3.20 Maximum stamina: +5.00 Rings can have magical properties. |
| Around waist | Tempestradiance TempestradianceInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Changes resistances: +9% acid / +9% temporal / +9% cold / +10% fire / +19% lightning Changes resistances penetration: +10% lightning / +10% temporal Reduced damage from: +45% Summoned Critical mult.: +12.00% A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | drakeskin leather gloves of dispersion (0 def, 3 armour) drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 arcane Changes stats: +8 Wil / +10 Mag Changes resistances: +7% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Zuberin the elven-silk robe (5 def, 0 armour) Zuberin the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 acid Changes damage: +3% acid / +15% temporal / +15% arcane / +36% all Maximum mana: +110.00 Spellpower: +35 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Eremodur (2 def, 0 armour) Eremodur (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Mag / +3 Wil / +3 Con Changes damage: +3% arcane Spell save: +16 (+4 eff.) Mental save: +8 (+3 eff.) Vim when firing critical spell: +3.00 Maximum mana: +64.00 Maximum vim: +30.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
heroism infusion of the psychic (+18 for 11 turns, die at -822) heroism infusion of the psychic (+18 for 11 turns, die at -822)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -822 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+17 for 11 turns, die at -611) heroism infusion of the sneak (+17 for 11 turns, die at -611)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -611 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+12 for 11 turns, die at -677) heroism infusion of the titan (+12 for 11 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 11 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 10 turns, die at -780) heroism infusion of the wizard (+19 for 10 turns, die at -780)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -780 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (712% speed; 7 turns) movement infusion of the wizard (712% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 616 over 5 turns) regeneration infusion of the titan (heal 616 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 616 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure mental, physical) wild infusion (resist 16%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 18%; cure mental, physical) wild infusion of the psychic (resist 18%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random mental or physical effect and reduce all damage taken by 18% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 25%; cure mental, physical) wild infusion of the titan (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 384 for 5 turns) shielding rune of the titan (absorb 384 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Chalylandur the Kindlewish Chalylandur the KindlewishInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +10% nature / +15% fire Talent masteries: +0.16 Chronomancy / Gravity +0.16 Chronomancy / Chronomancy Physical save: +12 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+4 eff.) Pinning immunity: +24% Knockback immunity: +20% Amulets can have magical properties. |
Firezeal the voratun amulet Firezeal the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight / 8 fire Changes resistances: +13% physical / +26% mind / +3% fire Changes resistances penetration: +15% arcane / +10% fire Physical save: +22 (+7 eff.) Spell save: +15 (+4 eff.) Mental save: +24 (+8 eff.) Confusion immunity: +44% Stamina each turn: +1.20 Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered 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 (+2 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. |
Galeoozer the voratun amulet Galeoozer the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 23 blight Changes stats: +6 Wil Changes resistances: +27% mind Changes resistances penetration: +5% lightning / +15% light / +15% blight Mental save: +14 (+5 eff.) Blindness immunity: +35% Confusion immunity: +70% Mindpower: +15 (+4 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Layima the steel amulet Layima the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +4 Dex / +6 Wil Changes damage: +12% arcane Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Aeryvea the copper ring Aeryvea the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid / +1% physical / +6% mind / +3% light Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
Hanyruilathagrim the stralite ring Hanyruilathagrim the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +28% cold / +6% temporal / +9% fire Changes damage: +14% cold Mental save: +11 (+4 eff.) Disarm immunity: +34% Confusion immunity: +24% Pinning immunity: +28% Knockback immunity: +28% Maximum life: +32.00 Rings can have magical properties. |
Merak MerakPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Con Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +29% Life regen: +1.20 Maximum life: +63.00 Infravision radius: +4 See stealth: +14 See invisible: +13 Healing mod.: +13% Rings can have magical properties. |
Pitchclamor the stralite ring Pitchclamor the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 12 physical Changes resistances: +9% darkness / +1% physical Stun/Freeze immunity: +39% Life regen: +4.00 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 359.37 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gold ring 'Relgirion' gold ring 'Relgirion'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +2.0% Physical power: +8 (+4 eff.) Changes stats: +6 Str / +4 Dex / +5 Con Changes resistances: +3% lightning / +26% cold Changes damage: +13% cold Only die when reaching: -80.00 life Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
steel ring 'Aeruna' steel ring 'Aeruna'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +3 Mag / +3 Cun / +5 Con Changes resistances: +12% blight Changes resistances penetration: +10% mind Changes damage: +12% blight Equilibrium when hit: +0.04 Spellpower: +6 (+1 eff.) Mindpower: +2 (+1 eff.) Rings can have magical properties. |
warrior's stralite ring of the mind (+14%) warrior's stralite ring of the mind (+14%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +14% mind Changes damage: +14% mind Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Mardakath the silk robe (3 def, 0 armour) Mardakath the silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Defense: +3 (+2 eff.) Changes stats: +7 Str / +2 Dex / +8 Mag / +4 Wil / +8 Con Changes resistances: +9% lightning / +9% cold / +22% nature Changes damage: +8% lightning / +9% physical / +27% nature / +10% cold Critical mult.: +5.00% Physical save: +10 (+3 eff.) Poison immunity: +40% Disease immunity: +33% Spellpower on spell critical (stacks up to 3 times): +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Ulfidudar' (0 def, 5 armour) pair of drakeskin leather boots 'Ulfidudar' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+4 eff.) Armour: +5 Fatigue: -3% Changes stats: +2 Con Changes resistances: +12% darkness / +25% temporal Changes resistances penetration: +17% darkness / +16% temporal Critical mult.: +6.00% Maximum encumbrance: +38 Physical save: +11 (+4 eff.) Stamina each turn: +0.40 Maximum life: +30.00 Healing mod.: +10% Defense after a teleport: +25 Resist all after a teleport: +16% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
Beliregorek the drakeskin leather cap (0 def, 5 armour) Beliregorek the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+5 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 temporal Changes stats: +14 Str / +12 Wil Changes resistances: +14% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Maximum hate: +2.00 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Light radius: +1 A cap made of leather. |
elven-silk wizard hat 'Fulesin' (3 def, 0 armour) elven-silk wizard hat 'Fulesin' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+2 eff.) Changes stats: +4 Mag / +7 Wil / +6 Cun Changes resistances: +21% lightning / +30% fire / +3% light / +15% temporal Changes damage: +20% fire Maximum stamina: +25.00 Mindpower: +6 (+2 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1655 alchemist agate 1655 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 31 turns) dwarven-steel pickaxe of endurance (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 857.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 diamond 7 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Jace, the Mind Sculptor the Cornac Paradox Mage level 36
38th Pyre 123rd year of Ascendancy at 10:34 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jace, the Mind Sculptor the Cornac Paradox Mage level 47
47th Haze 123rd year of Ascendancy at 03:17 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Jace, the Mind Sculptor the Cornac Paradox Mage level 36
34th Pyre 123rd year of Ascendancy at 10:15 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Jace, the Mind Sculptor the Cornac Paradox Mage level 42
1st Dusk 123rd year of Ascendancy at 18:51 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Jace, the Mind Sculptor the Cornac Paradox Mage level 41
7th Flare 123rd year of Ascendancy at 13:20 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Jace, the Mind Sculptor the Cornac Paradox Mage level 23
41st Haze 122nd year of Ascendancy at 08:35 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jace, the Mind Sculptor the Cornac Paradox Mage level 8
9th Flare 122nd year of Ascendancy at 14:51 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Jace, the Mind Sculptor the Cornac Paradox Mage level 39
3rd Flare 123rd year of Ascendancy at 13:41 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Jace, the Mind Sculptor the Cornac Paradox Mage level 36
70th Pyre 123rd year of Ascendancy at 07:16 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Jace, the Mind Sculptor the Cornac Paradox Mage level 39
3rd Flare 123rd year of Ascendancy at 12:46 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
72nd Regrowth 124th year of Ascendancy at 04:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jace, the Mind Sculptor the Cornac Paradox Mage level 21
21st Haze 122nd year of Ascendancy at 20:05 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jace, the Mind Sculptor the Cornac Paradox Mage level 27
11st Regrowth 123rd year of Ascendancy at 06:47 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Jace, the Mind Sculptor the Cornac Paradox Mage level 17
60th Dusk 122nd year of Ascendancy at 07:39 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
61st Regrowth 124th year of Ascendancy at 22:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jace, the Mind Sculptor the Cornac Paradox Mage level 10
28th Dusk 122nd year of Ascendancy at 23:56 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jace, the Mind Sculptor the Cornac Paradox Mage level 20
9th Haze 122nd year of Ascendancy at 23:15 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Jace, the Mind Sculptor the Cornac Paradox Mage level 30
35th Regrowth 123rd year of Ascendancy at 03:02 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Jace, the Mind Sculptor the Cornac Paradox Mage level 40
3rd Flare 123rd year of Ascendancy at 13:41 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
78th Haze 123rd year of Ascendancy at 03:44 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
38th Regrowth 124th year of Ascendancy at 20:08 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Jace, the Mind Sculptor the Cornac Paradox Mage level 49
78th Haze 123rd year of Ascendancy at 03:31 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jace, the Mind Sculptor the Cornac Paradox Mage level 27
9th Allure 123rd year of Ascendancy at 10:26 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Jace, the Mind Sculptor the Cornac Paradox Mage level 38
3rd Summertide 123rd year of Ascendancy at 21:50 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Jace, the Mind Sculptor the Cornac Paradox Mage level 47
54th Haze 123rd year of Ascendancy at 05:32 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Jace, the Mind Sculptor the Cornac Paradox Mage level 28
33rd Regrowth 123rd year of Ascendancy at 02:58 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Jace, the Mind Sculptor the Cornac Paradox Mage level 40
3rd Flare 123rd year of Ascendancy at 14:55 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
72nd Regrowth 124th year of Ascendancy at 04:46 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Jace, the Mind Sculptor the Cornac Paradox Mage level 29
33rd Regrowth 123rd year of Ascendancy at 10:29 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
47th Regrowth 124th year of Ascendancy at 17:03 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Jace, the Mind Sculptor the Cornac Paradox Mage level 50
72nd Regrowth 124th year of Ascendancy at 04:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jace, the Mind Sculptor the Cornac Paradox Mage level 11
32nd Dusk 122nd year of Ascendancy at 06:12 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Jace, the Mind Sculptor the Cornac Paradox Mage level 29
34th Regrowth 123rd year of Ascendancy at 06:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Jace, the Mind Sculptor the Cornac Paradox Mage level 26
74th Haze 122nd year of Ascendancy at 04:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jace, the Mind Sculptor the Cornac Paradox Mage level 19
77th Dusk 122nd year of Ascendancy at 11:52 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jace, the Mind Sculptor the Cornac Paradox Mage level 35
34th Pyre 123rd year of Ascendancy at 00:49 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Jace, the Mind Sculptor the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 15:05 see stats
Log
Ran for 7 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 7 turns (stop reason: terrain change on left side).
Ran for 5 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 6 turns (stop reason: terrain change on left side).
Quest 'The many Prides of the Orcs' is done! (Press 'j' to see the quest log)
Quest 'The Doom of the World!' is done! (Press 'j' to see the quest log)
Zemekkys points to the location of Briagh's lair on your map.
Jace, the Mind Sculptor deactivates Reality Smearing.
Jace, the Mind Sculptor deactivates Contingency.
Jace, the Mind Sculptor deactivates Matter Weaving.
Jace, the Mind Sculptor deactivates Chant of Fortitude.
