











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. Ashes of Urh'Rok 1.5.0Official 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:
Timed PS & UF Salve Usage 1.5.10Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Alchemists Using Ranged Weapons 1.5.10I've just found that even with no mastery, T5 ranged randarts do more damage than channeling Bolbum's Big Knocker at 5/5 Channeling Staff/ Staff Mastery, so it is a good idea for alchemists to get Swift Hands prodigy and shoot with a ranged weapon when their bombs are on CD. Basically what this addon does is when you're using Throw Bomb, Shockwave Bomb or Gem portal, Well, this actually works a bit different, because this never takes the once-per-turn free equipment swapping granted by Swift Hands. Try not to abuse this, but even if you do, it's probably still not game-changing. --1.01 update-- --1.02 update-- Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.5.10This 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 Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 50 / 4005% |
Size | big |
Lifes / Deaths | Killed by Veluta the master vampire at level 30 on the 73rd Dusk 123rd year of Ascendancy at 11:23 5 / 2Killed by Atamathon the Giant Golem at level 50 on the 4th Dusk 125th year of Ascendancy at 05:58 |
Primary Stats
Strength | 129 (base 66) |
Dexterity | 59 (base 15) |
Constitution | 102 (base 54) |
Magic | 97 (base 62) |
Willpower | 45 (base 13) |
Cunning | 113 (base 60) |
Resources
Psi | 135/135 |
Life | 2191/2191 |
Positive | 86/87 |
Stamina | 403/403 |
Steam | 100/100 |
Healing Factor | 1.5073529411766 |
Regeneration | 6.5569852941182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 9 |
See Stealth | 23 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 305 |
Accuracy | 58 |
Crit Chance | 124% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 58 |
Crit Chance | 119% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 95% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 64% |
Speed | 1 |
Offense: Damage Bonus
Physical | +122% |
Mind | +50% |
All | +47% |
Lightning | +67% |
Light | +78% |
Darkness | +56% |
Arcane | +59% |
Fire | +78% |
Nature | +59% |
Offense: Damage Penetration
Acid | +10% |
Physical | +49% |
Lightning | +15% |
Darkness | +15% |
Arcane | +11% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 85.901484348068 (82.970297029703%) |
Defense | 41 |
Ranged Defense | 44 |
Fatigue | 42 |
Physical Save | 60 |
Spell Save | 37 |
Mental Save | 66 |
Defense: Resistances
Lightning | + 66%( 70%) |
Light | + 58%( 70%) |
Darkness | + 57%( 70%) |
Blight | + 60%( 70%) |
Acid | + 70%( 70%) |
Fire | + 70%( 70%) |
All | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 48% |
Fear Resistance | 0% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 46% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 215% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 57%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1007% 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 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 26 for 13 turns. While Heroism is active, you will only die when reaching -1011 life. 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. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Shield of Light |
talent | Retribution |
talent | Righteous Strength |
beneficial effect | The target is surrounded by a magical shield, absorbing 847/847 damage before it crumbles. Damage Shield |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Fight to the brink of death, can not die before going under -588 life (but life under 0 is not shown) and increases all resistances by 26%. Pain Suppressor Salve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Eilinowyn the skeleton warrior. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
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 talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved talent Disarm (+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 |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 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: 2310. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance 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. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 stoneskin. 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within8 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T5 feet armor [Random Unique] Arcane While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.crit +5% Dmg.mod +3% mind Res.pen +15% lightning +5% mind Melee Ret 12 mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Fatigue +4% Resists +6% lightning Spell.save +6 (+3 eff.) Silence- +46% Confus- +38% Stun/Frz- +50% ---------- misc Mana/turn +0.42 Max.mana +60.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Con +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +17.00% Phys.pwr +9 (+1 eff.) Dmg.mod +20% light +15% physical Acc +12 (+2 eff.) ----- def ----- Armour +6 Resists +12% blight +3% darkness Mind.save +12 (+3 eff.) HP.reg +3.70 ---------- misc Light +9 See.Stealth +23 See.Invis +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical Acc +25 (+5 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Light +7 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
On hands | ![]() 1.5 T5 hands armor [Rare] Master While equipped: Stats +5 Str +4 Mag +4 Con dps ---------- Phys.crit +18.0% Spell.crit +20% Mind.crit +18% Crit.mult +44.00% Dmg.mod +9% darkness Melee Ret 12 mind ----- def ----- Armour +3 Crit.dmg- 15.00% Disarm- +100% ---------- misc Infravis +3 Talents +5 Iron Grip Unarmed combat: Power 41.0 - 57.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Apr +15 Crit +22.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +6 Cun +4 Str dps ---------- Crit.mult +19.00% Phys.pwr +10 (+1 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Resists +6% light Phys.save +9 (+2 eff.) Mind.save +20 (+5 eff.) Die.at -20.00 life Max.HP +68.00 HP.reg +0.40 ---------- misc Max.stam +29.00 Spell.cld 10% Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +16 Resists +12% blight Phys.save +30 (+8 eff.) ---------- misc Max.stam +20.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +31 (+4 eff.) Spell.pwr +37 (+8 eff.) Mind.pwr +40 (+10 eff.) Dmg.mod +16% all +20% fire Res.pen +15% darkness +10% acid Melee Ret 8 mind ----- def ----- Resists +21% acid +40% fire Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Mov.spd +15% Dmg.mod +20% lightning +20% all ----- def ----- Ignore.dmg +8% Affinity +20% lightning Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +0% Undead +0% Demon +20% Living +0% Horror On Hit: * 10% chance to send the wielder into a killing frenzy * flashes light on your target dealing 104 damage While equipped: Stats +15 Str +5 Dex +15 Con dps ---------- Crit.mult +15.00% ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +4 Wil +2 Con dps ---------- Dmg.mod +12% nature +20% physical Res.pen +20% physical Melee Ret 8 fire ----- def ----- Resists +6% fire +14% light +15% darkness Mind.save +11 (+3 eff.) Max.HP +85.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 42.0 - 63.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +93 Melee+ +21 mind On Hit: * 30% chance to cause random gloom * flashes light on your target dealing 101 damage Uses 1.0 Steam While equipped: Stats +3 Str +3 Dex +5 Wil +6 Cun dps ---------- Crit.mult +27.00% Dmg.mod +24% physical Melee Ret 12 nature ----- def ----- Armour +6 Defense +19 (+6 eff.) Rng.Def +9 (+3 eff.) Fatigue +12% ---------- misc Max.stam +20.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Dex +3 Con dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +7 (+2 eff.) Dmg.mod +12% arcane Res.pen +11% arcane ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Spell.save -24 (-12 eff.) Stun/Frz- +50% ---------- misc Stam/turn +1.00 Mana/turn -0.36 Max.mana +96.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor [Rare] Master While equipped: Stats +10 Str +12 Dex +10 Mag +10 Wil +10 Cun +15 Con dps ---------- Phys.crit +3.0% Crit.mult +6.00% Res.pen +29% physical Acc +6 (+1 eff.) ----- def ----- Armour +34 Defense +7 (+2 eff.) Fatigue +26% Resists +27% acid A suit of armour made of metal plates. |
Inventory
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. While Heroism is active, you will only die when reaching -774 life. 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +9 (+1 eff.) Phys.spd +10% Dmg.mod +9% lightning +9% physical Res.pen +25% acid Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% ----- def ----- Resists +15% acid Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Str +7 Dex +5 Mag +7 Cun +9 Con dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +7% light +8% temporal +7% darkness +7% physical Res.pen +5% temporal Melee Ret 4 lightning ----- def ----- Fatigue -8% Resists +6% temporal +3% nature +9% fire Mind.save +10 (+3 eff.) HP.reg +1.50 Disarm- +25% Knockbk- +10% ---------- misc Stam/turn +1.30 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +11 Str +3 Con dps ---------- Dmg.mod +9% acid Res.pen +25% physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +36.00% Spell.pwr +13 (+3 eff.) Dmg.mod +14% blight +15% fire Res.pen +15% temporal Acc +13 (+3 eff.) Apr +20 ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue -8% Die.at -84.00 life HP.reg +4.50 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats -8 Dex +15 Wil +4 Cun dps ---------- Mind.pwr +12 (+3 eff.) Mov.spd +15% Dmg.mod +12% fire +17% cold Res.pen +10% fire Acc +11 (+2 eff.) Melee Ret 16 lightning ----- def ----- Defense +11 (+4 eff.) Resists +34% cold Blinding Speed: Puts all charms on 40 cooldown Level 4.4 Pwr.cost 40 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 40% for 5 turns. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Con +5 Wil dps ---------- Res.pen +25% physical ----- def ----- Mind.save +6 (+2 eff.) HP.reg +3.80 Stun/Frz- +44% ---------- misc Stam/turn +0.40 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-10 eff.) Spell.save -30 (-15 eff.) Mind.save -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 59.0 - 94.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 lightning On Crit.r2 +12 light On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +3 Wil dps ---------- Crit.mult +0.00% Res.pen +19% nature +17% physical Phasing +20% Acc +21 (+4 eff.) Apr +21 ----- def ----- Resists +13% all Spell.save +6 (+3 eff.) ---------- misc Max.mana +80.00 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 114% Str, 50% Mag, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 101 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con dps ---------- Crit.mult +0.00% ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 63.5 - 101.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror While equipped: Stats +2 Str dps ---------- Phys.crit +42.0% Crit.mult +66.00% Apr +44 On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% blight Crit.dmg- 10.00% ---------- misc Light +1 Telepathy Demon/Minor Demon/Major Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 30.0 - 48.0 Phys.bleed Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -66% While equipped: Stats +7 Str +7 Dex +7 Cun dps ---------- Crit.mult +0.00% ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 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 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." |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit: * Slows global speed by 40% While equipped: Stats +2 Con dps ---------- Res.pen +11% nature +5% light ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +3% acid +15% physical +6% light +23% cold +5% arcane +6% all ---------- misc Infravis +1 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 On Crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+1 eff.) Dmg.mod +6% blight Res.pen +15% temporal On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +19% lightning +3% blight ---------- misc Wards +4 lightning +5 temporal +3 blight +4 fire +4 cold Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +27 Crit +5.0% Atk.spd 100% Block +107 On Hit.r1 +8 physical Uses 1.0 Steam When used to Attack: Power 8.0 - 8.8 Physical Uses 50% Mag Apr +3 Melee+ +20 light On Crit: * smash the target with your shield crippling them While equipped: Stats +6 Mag +6 Con dps ---------- Phys.crit +5.0% Phys.pwr +11 (+1 eff.) Dmg.mod +15% physical Res.pen +20% physical Apr +17 On Melee Ret: * 40% chance to blind ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +12% Resists +17% light ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) ----- def ----- D.Red.from +39% Summoned A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Dex +6 Mag +5 Wil +5 Con dps ---------- Spell.crit +8% ----- def ----- Defense +3 (+1 eff.) Spell.save -22 (-11 eff.) ---------- misc Stam/turn +1.50 Mana/turn -0.47 Masteries +0.40 Technique/Combat training 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 [Random Unique] Nature/Psionic While equipped: Stats +7 Str +16 Mag +14 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +13% lightning +35% physical +19% cold Melee Ret 4 darkness 4 blight ----- def ----- Defense +5 (+2 eff.) Resists +12% lightning +20% physical +14% cold ---------- misc Mana/turn +0.32 Psi/turn +0.36 Max.mana +60.00 Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +5 Wil +7 Con dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +15% Crit.mult +15.00% Melee+ 14 lightning Dmg.mod +11% lightning Acc +25 (+5 eff.) ----- def ----- Armour +3 Resists +10% lightning Disarm- +44% ---------- misc Max.stam +10.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 41.5 - 58.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Acc +13 Apr +17 Crit +30.0% Atk.spd 83% On Hit.r1 +24 physical On Crit.r2 +14 lightning On Hit: 10% Disarm 5 On Hit: 10% Lightning Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego+] Arcane While equipped: Stats +8 Mag +5 Wil dps ---------- Melee+ 14 arcane ----- def ----- Armour +3 Resists +7% arcane Disarm- +0% Unarmed combat: Power 32.5 - 45.5 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +17 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 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. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +16 Lck dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +8% ----- def ----- Armour +15 Fatigue +5% Resists +22% mind Phys.save +24 (+6 eff.) Mind.save +30 (+8 eff.) Blind- +15% Disease- +15% Confus- +48% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Dex +5 Wil dps ---------- Phys.pwr +10 (+1 eff.) Acc +2 (+0 eff.) Apr +3 ----- def ----- Armour +17 Fatigue +5% Resists +15% acid +15% physical +12% cold +10% lightning +12% fire Phys.save +15 (+4 eff.) Silence- +0% ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Nature When used to Attack: Power 71.0 - 85.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +197 Melee+ +15 acid +19 light On Hit.r1 +8 acid On Hit: * Slows global speed by 40% While equipped: Stats +4 Mag +10 Con dps ---------- Dmg.mod +3% nature Res.pen +5% acid On Melee Ret: * 29% chance to blind * 16% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +18% light +28% acid Max.HP +71.00 ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +7 Str dps ---------- Apr +14 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.4 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +92 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 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T1 lite [Random Unique] Nature/Master While equipped: Stats +1 Str -1 Dex +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Res.pen +20% light +15% nature +7% all Apr +7 On Hit (Melee): * Slows global speed by 15% * 15% chance to blind ----- def ----- Resists +3% nature ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% fire Res.pen +25% nature +14% all Apr +15 On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +14 (+5 eff.) Phys.save +15 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +31 (+8 eff.) ---------- misc Light +5 See.Stealth +25 See.Invis +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 880.37 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 934.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 46] amazing fiery salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 215% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (46% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 46] amazing frost salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 215% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (46% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 672] amazing healing salve [power 672]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 215% efficiency and 54% cooldown modifier. Heal 672 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 588] amazing pain suppressor salve [power 588]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 215% efficiency and 54% cooldown modifier. Let you fight up to -588 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 46] amazing water salve [power 46]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 215% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (46% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Resists +2% physical Die.at -40.00 life Heal.mod +10% ---------- misc Stam/turn +0.40 Wards +2 physical +3 mind +2 darkness Talents +1 Ward Fire a blast of psionic energies in a range 8 beam dealing 147.74 to 295.47 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +2 Wil dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% blight +3% nature ---------- misc Talents +7 Telekinetic Blast Fire a blast of psionic energies in a range 8 beam dealing 227.12 to 454.23 mind damage Puts all charms on 6 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 35) Puts all charms on 30 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +15% lightning Acc +12 (+2 eff.) Melee Ret 20 lightning ----- def ----- Armour +6 Resists +5% physical HP.reg +0.40 ---------- misc Wards +3 acid +3 nature +3 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Dmg.mod +12% physical ----- def ----- Armour +14 HP.reg +1.00 Heal.mod +20% ---------- misc Talents +5 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 267 to 535 Puts all charms on 10 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: 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. |
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 Amas the Ogre Sun Paladin level 33
23rd Haze 123rd year of Ascendancy at 19:21 see stats
By Amas the Ogre Sun Paladin level 36
47th Haze 123rd year of Ascendancy at 01:23 see stats
By Amas the Ogre Sun Paladin level 33
3rd Haze 123rd year of Ascendancy at 16:21 see stats
By Amas the Ogre Sun Paladin level 28
16th Dusk 123rd year of Ascendancy at 23:16 see stats
By Amas the Ogre Sun Paladin level 50
22nd Dusk 124th year of Ascendancy at 17:16 see stats
By Amas the Ogre Sun Paladin level 50
41st Regrowth 125th year of Ascendancy at 02:02 see stats
By Amas the Ogre Sun Paladin level 50
4th Dusk 125th year of Ascendancy at 11:46 see stats
By Amas the Ogre Sun Paladin level 50
12nd Dusk 125th year of Ascendancy at 02:29 see stats
By Amas the Ogre Sun Paladin level 50
19th Dusk 124th year of Ascendancy at 11:26 see stats
By Amas the Ogre Sun Paladin level 50
52nd Dusk 124th year of Ascendancy at 07:52 see stats
By Amas the Ogre Sun Paladin level 36
46th Haze 123rd year of Ascendancy at 04:29 see stats
By Amas the Ogre Sun Paladin level 50
71st Pyre 125th year of Ascendancy at 13:38 see stats
By Amas the Ogre Sun Paladin level 48
25th Pyre 124th year of Ascendancy at 17:12 see stats
By Amas the Ogre Sun Paladin level 50
3rd Haze 125th year of Ascendancy at 02:26 see stats
By Amas the Ogre Sun Paladin level 50
28th Regrowth 125th year of Ascendancy at 09:23 see stats
By Amas the Ogre Sun Paladin level 6
11st Dusk 122nd year of Ascendancy at 07:49 see stats
By Amas the Ogre Sun Paladin level 50
50th Dusk 124th year of Ascendancy at 11:19 see stats
By Amas the Ogre Sun Paladin level 35
37th Haze 123rd year of Ascendancy at 16:52 see stats
By Amas the Ogre Sun Paladin level 42
18th Regrowth 124th year of Ascendancy at 16:02 see stats
By Amas the Ogre Sun Paladin level 31
76th Dusk 123rd year of Ascendancy at 09:16 see stats
By Amas the Ogre Sun Paladin level 50
10th Dusk 125th year of Ascendancy at 10:29 see stats
By Amas the Ogre Sun Paladin level 50
73rd Pyre 125th year of Ascendancy at 07:52 see stats
By Amas the Ogre Sun Paladin level 22
27th Pyre 123rd year of Ascendancy at 20:16 see stats
By Amas the Ogre Sun Paladin level 27
5th Dusk 123rd year of Ascendancy at 00:21 see stats
By Amas the Ogre Sun Paladin level 41
11st Regrowth 124th year of Ascendancy at 07:26 see stats
By Amas the Ogre Sun Paladin level 50
12nd Pyre 125th year of Ascendancy at 10:20 see stats
By Amas the Ogre Sun Paladin level 50
50th Dusk 124th year of Ascendancy at 13:05 see stats
By Amas the Ogre Sun Paladin level 50
16th Regrowth 125th year of Ascendancy at 05:03 see stats
By Amas the Ogre Sun Paladin level 50
24th Regrowth 125th year of Ascendancy at 10:46 see stats
By Amas the Ogre Sun Paladin level 44
59th Regrowth 124th year of Ascendancy at 20:20 see stats
By Amas the Ogre Sun Paladin level 30
35th Dusk 123rd year of Ascendancy at 22:34 see stats
By Amas the Ogre Sun Paladin level 50
41st Regrowth 125th year of Ascendancy at 03:53 see stats
By Amas the Ogre Sun Paladin level 44
34th Regrowth 124th year of Ascendancy at 19:21 see stats
By Amas the Ogre Sun Paladin level 10
55th Dusk 122nd year of Ascendancy at 02:38 see stats
By Amas the Ogre Sun Paladin level 20
43rd Regrowth 123rd year of Ascendancy at 01:11 see stats
By Amas the Ogre Sun Paladin level 30
35th Dusk 123rd year of Ascendancy at 16:20 see stats
By Amas the Ogre Sun Paladin level 40
1st Regrowth 124th year of Ascendancy at 00:00 see stats
By Amas the Ogre Sun Paladin level 50
17th Dusk 124th year of Ascendancy at 00:02 see stats
By Amas the Ogre Sun Paladin level 36
47th Haze 123rd year of Ascendancy at 01:23 see stats
By Amas the Ogre Sun Paladin level 50
3rd Flare 125th year of Ascendancy at 22:01 see stats
By Amas the Ogre Sun Paladin level 50
9th Mirth 125th year of Ascendancy at 02:12 see stats
By Amas the Ogre Sun Paladin level 50
11st Pyre 125th year of Ascendancy at 12:20 see stats
By Amas the Ogre Sun Paladin level 49
16th Dusk 124th year of Ascendancy at 18:34 see stats
By Amas the Ogre Sun Paladin level 50
73rd Pyre 125th year of Ascendancy at 07:47 see stats
By Amas the Ogre Sun Paladin level 50
37th Regrowth 125th year of Ascendancy at 00:37 see stats
By Amas the Ogre Sun Paladin level 16
74th Haze 122nd year of Ascendancy at 07:30 see stats
By Amas the Ogre Sun Paladin level 28
19th Dusk 123rd year of Ascendancy at 18:33 see stats
By Amas the Ogre Sun Paladin level 32
1st Haze 123rd year of Ascendancy at 19:01 see stats
By Amas the Ogre Sun Paladin level 30
42nd Dusk 123rd year of Ascendancy at 15:59 see stats
By Amas the Ogre Sun Paladin level 18
77th Haze 122nd year of Ascendancy at 01:02 see stats
By Amas the Ogre Sun Paladin level 35
38th Haze 123rd year of Ascendancy at 03:43 see stats
By Amas the Ogre Sun Paladin level 50
10th Mirth 125th year of Ascendancy at 05:41 see stats
By Amas the Ogre Sun Paladin level 36
47th Haze 123rd year of Ascendancy at 01:23 see stats
By Amas the Ogre Sun Paladin level 10
55th Dusk 122nd year of Ascendancy at 03:23 see stats
By Amas the Ogre Sun Paladin level 36
47th Haze 123rd year of Ascendancy at 01:23 see stats
By Amas the Ogre Sun Paladin level 32
1st Haze 123rd year of Ascendancy at 01:33 see stats
By Amas the Ogre Sun Paladin level 5
5th Flare 122nd year of Ascendancy at 17:10 see stats
By Amas the Ogre Sun Paladin level 38
3rd Decay 123rd year of Ascendancy at 06:43 see stats
By Amas the Ogre Sun Paladin level 26
4th Mirth 123rd year of Ascendancy at 21:47 see stats
By Amas the Ogre Sun Paladin level 21
64th Regrowth 123rd year of Ascendancy at 21:35 see stats
By Amas the Ogre Sun Paladin level 15
21st Haze 122nd year of Ascendancy at 20:20 see stats
By Amas the Ogre Sun Paladin level 32
2nd Haze 123rd year of Ascendancy at 10:05 see stats
By Amas the Ogre Sun Paladin level 38
1st Allure 124th year of Ascendancy at 08:12 see stats
By Amas the Ogre Sun Paladin level 42
25th Regrowth 124th year of Ascendancy at 04:21 see stats
Log
Amas is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Amas uses a pain suppressor salve.
Amas receives 188 healing from Drakeskin leather belt 'Kilnprophet' .
Amas is not affected anymore by the salve.
Talent Implant: Medical Injector is ready to use.
Amas uses a pain suppressor salve.
Amas receives 188 healing from Drakeskin leather belt 'Kilnprophet' .
The shield around Amas crumbles.
Talent Barrier is ready to use.
Amas casts Barrier.
Amas's spell attains critical power!
Amas is filled with the Sun's fury!
A shield forms around Amas.
Amas's solar fury subsides.
Talent Implant: Medical Injector is ready to use.
Amas deactivates Second Life.
Amas deactivates Righteous Strength.
Amas deactivates Weapon of Light.
Amas deactivates Weapon of Wrath.
Amas deactivates Chant of Fortitude.
The shield around Amas crumbles.
Amas is not affected anymore by the salve.
Amas deactivates Shield of Light.
Amas deactivates Retribution.