











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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: Items Vault 1.5.0Donators/Buyers bonus! 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. 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. Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. 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. 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- 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. 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. 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 | Dwarf |
Class | Anorithil |
Level / Exp | 50 / 4407% |
Size | medium |
Lifes / Deaths | Killed by Layuth the mean looking elven guard at level 25 on the 32nd Profit 123rd year of Ascendancy at 13:27 3 / 4Killed by orc high pyromancer at level 37 on the 8th Stralite 124th year of Ascendancy at 08:31 Killed by Silanne the orc necromancer at level 48 on the 35th Profit 125th year of Ascendancy at 20:22 Killed by shadow at level 50 on the 19th Profit 126th year of Ascendancy at 12:34 |
Primary Stats
Strength | 55 (base 9) |
Dexterity | 79 (base 60) |
Constitution | 81 (base 55) |
Magic | 124 (base 63) |
Willpower | 61 (base 15) |
Cunning | 130 (base 66) |
Resources
Mana | 629/629 |
Equilibrium | 28 |
Life | 1480/1480 |
Positive | 155/167 |
Steam | 100/100 |
Negative | 202/212 |
Healing Factor | 2.1243027888446 |
Regeneration | 13.914183266932 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +44.54292284915% |
Spell | +21.47987138872% |
Global | +120% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 14 |
See Invisible | 23 |
Offense: Mainhand
Damage | 134 |
Accuracy | 54 |
Crit Chance | 78% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 48 |
Crit Chance | 78% |
APR | 64 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 100% |
Speed | 0.82318164200234 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Blight | +26% |
Arcane | +34% |
Mind | +33% |
All | +16% |
Darkness | +283% |
Light | +51% |
Temporal | +28% |
Fire | +26% |
Physical | +59% |
Offense: Damage Penetration
Physical | +25% |
Darkness | +93% |
Mind | +27% |
All | 0% |
Defense: Base
Armour (hardiness) | 142.77134915923 (80%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 62 |
Mental Save | 63 |
Defense: Resistances
Acid | + 56%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Darkness | + 70%( 70%) |
Light | + 53%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 44%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 70%( 70%) |
Mind | + 45%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Knockback Resistance | 20% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 22% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1102% 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 Cunning 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 25 for 13 turns. While Heroism is active, you will only die when reaching -1025 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. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 237% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Corona |
talent | Hymn Nocturnalist |
talent | Elemental Harmony |
talent | Hymn of Shadows |
talent | Defensive Posture |
talent | Chant of Resistance |
beneficial effect | Projectiles aimed at the target are slowed by 538%. Warding |
beneficial effect | The target is surrounded by a magical shield, absorbing 1237/1237 damage before it crumbles. Damage Shield |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | Fight to the brink of death, can not die before going under -663 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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | 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 repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 3412. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 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/Nature/Master While equipped: Stats +5 Mag dps ---------- Dmg.mod +9% darkness +12% arcane Res.pen +10% darkness Melee Ret 12 arcane ----- def ----- Armour +14 Fatigue +4% Resists +6% darkness Spell.save +6 (+1 eff.) HP.reg +4.70 Heal.mod +22% ---------- misc Spell.cld 10% Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +5 Mag dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +25% darkness On Melee Ret: * 50% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Resists +3% cold +5% arcane +12% temporal Crit.dmg- 10.00% Phys.save +13 (+5 eff.) Heal.mod +25% ---------- misc Light +1 Infravis +10 See.Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +10 Cun dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +4 (+1 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +10% light +13% physical +31% darkness +12% temporal On Melee Ret: * 41% chance to disease * 43% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +30% darkness Mind.save +21 (+5 eff.) ---------- misc Mana/turn +0.40 Equi/ret +0.04 Psi/ret +0.04 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% darkness +6% arcane Res.pen +10% darkness +5% mind Apr +7 Melee Ret 8 arcane 12 mind ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue -10% Resists +12% mind +10% physical ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +8 Wil +7 Cun dps ---------- Mind.pwr +12 (+3 eff.) S.pwr/crit +4 ----- def ----- Armour +22 Resists +6% lightning Crit.dmg- 10.00% Die.at -60.00 life Max.HP +77.00 HP.reg +1.40 Heal.mod +23% ---------- misc Mana/s.crit +2.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +7 Mag dps ---------- Spell.crit +1% Mind.crit +6% Crit.mult +25.00% Phys.pwr +12 (+3 eff.) Spell.pwr +27 (+5 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +17% darkness +7% all Res.pen +10% mind ----- def ----- Resists +34% darkness Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Mind.crit +3% Crit.mult +40.00% Phys.pwr +6 (+1 eff.) Spell.pwr +10 (+2 eff.) Dmg.mod +10% blight +10% fire ----- def ----- Armour +4 Die.at -40.00 life ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 physical On Crit.r2 +4 arcane On Hit: * flashes light on your target dealing 104 damage While equipped: Stats +8 Mag +8 Cun +8 Con dps ---------- Phys.crit +10.0% Spell.crit +9% Crit.mult +92.00% Phys.pwr +15 (+4 eff.) Spell.pwr +35 (+7 eff.) Melee+ 31 fire Dmg.mod +30% darkness Acc +15 (+5 eff.) Apr +3 ----- def ----- Armour +4 Resists +6% acid Mind.save +20 (+5 eff.) Die.at -40.00 life ---------- misc Vim/s.crit +7.00 Max.vim +50.00 Max.N.En +50.00 See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +6% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% darkness Res.pen +5% physical ----- def ----- Armour +19 Fatigue +0% HP.reg +0.20 Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Max.enc +0 Create a temporary shield that absorbs 410 damage Puts all charms on 18 cooldown A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar hates not to be wrathful. Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * flashes light on your target dealing 108 damage While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +40.00% Mind.pwr +10 (+3 eff.) Dmg.mod +17% mind +41% darkness Res.pen +12% mind +33% darkness ----- def ----- Armour +4 Resists +18% darkness +9% fire Blind- +22% Poison- +10% Knockbk- +20% Teleport- +10% ---------- misc Max.psi +30.00 Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Crit.mult +34.00% Dmg.mod +25% darkness Res.pen +20% darkness Acc +9 (+3 eff.) Apr +14 ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +0% lightning +28% darkness +27% cold +25% fire +25% light Stealth +32 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +14 Cun +10 Con dps ---------- Spell.crit +10% Mind.crit +5% Spell.pwr +9 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +20% physical +53% darkness +25% light Res.pen +20% darkness +20% physical Melee Ret 8 blight 8 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Resists +25% darkness Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Str +5 Con dps ---------- S.pwr/crit +10 Dmg.mod +3% darkness Res.pen +10% blight On Melee Ret: * 35% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness +13% physical Phys.save +14 (+5 eff.) Max.HP +37.00 HP.reg +2.10 ---------- misc Stam/turn +0.90 Max.vim +10.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +7% acid +8% fire +8% cold +8% lightning On Hit (Melee): * 15% chance to blind ----- def ----- Armour +2 Resists +9% mind +3% fire Phys.save +20 (+7 eff.) Disarm- +10% Confus- +10% Stun/Frz- +10% Teleport- +50% ---------- misc Masteries +0.26 Wild-gift/Harmony +0.26 Steamtech/Chemistry Teleport you randomly (rad 65) Puts all charms on 9 cooldown Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Mind.save +13 (+3 eff.) Confus- +25% ---------- misc Masteries +0.34 Steamtech/Physics +0.34 Steamtech/Chemistry Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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 [Random Unique] Arcane/Master While equipped: Stats +3 Cun +6 Mag dps ---------- Spell.crit +2% Spell.pwr +13 (+3 eff.) S.pwr/crit +6 Res.pen +15% temporal Acc +11 (+4 eff.) Apr +15 On Hit (Melee): * 20% chance to disease ----- def ----- Defense +14 (+4 eff.) Fatigue -8% Resists +3% temporal ---------- misc Max.enc +35 Max.vim +30.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +27 Mag +2 Wil +7 Cun dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) S.pwr/crit +4 ----- def ----- Spell.save +38 (+9 eff.) ---------- misc Mana/s.crit +2.00 Infravis +2 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Cun +10 Str dps ---------- Dmg.mod +12% mind +12% arcane Res.pen +25% temporal Melee Ret 12 temporal ----- def ----- Armour +20 Resists +5% arcane Mind.save +31 (+8 eff.) Heal/summ +30 Rings can have magical properties. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +10 Dmg.mod +9% blight +18% arcane ----- def ----- Fatigue +0% Resists +12% blight HP.reg +3.60 Heal.mod +30% ---------- misc Max.enc +0 Max.vim +50.00 A belt that goes around your waist. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +0 Str +0 Dex +8 Mag +8 Wil +0 Cun +0 Con dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +15% acid +7% physical +21% lightning +15% fire +13% cold +20% all ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +20% acid +17% physical +20% fire +19% cold Mind.save +6 (+1 eff.) Cut- +15% Silence- +15% Stun/Frz- +15% ---------- misc Mana/turn +0.40 Psi/turn +0.40 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 head armor [Rare] Master While equipped: ----- def ----- Armour +14 Defense +17 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue -7% Resists +18% acid +6% darkness +6% fire +9% nature +7% all Phys.save +15 (+5 eff.) Blind- +20% Disarm- +10% Pinning- +10% Stun/Frz- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% lightning +20% darkness Melee Ret 12 darkness 20 lightning ----- def ----- Armour +8 Fatigue +4% Resists +9% darkness +15% lightning ---------- misc Infravis +2 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: Stats +0 Cun dps ---------- Dmg.mod +33% darkness Res.pen +25% acid +20% darkness Melee Ret 20 acid ----- def ----- Defense +3 (+1 eff.) Resists +27% darkness Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
![]() 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire Mind.save +0 (+0 eff.) ---------- misc Steam/turn +1.00 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. |
![]() 9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +2 Wil +4 Cun +1 Con dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +6% mind +9% physical Melee Ret 0 physical ----- def ----- Armour +18 Defense +18 (+6 eff.) Fatigue +8% Resists +20% acid +17% physical +16% lightning +13% cold +9% mind +19% fire Mind.save +47 (+12 eff.) ---------- misc Stam/turn +0.40 Telepathy Humanoid/Orc A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 47 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 58 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +6 (+1 eff.) Dmg.mod +0% darkness ----- def ----- Armour +4 Mind.save +9 (+2 eff.) Heal.mod +15% ---------- misc Light +3 Infravis +0 See.Stealth +14 See.Invis +14 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Wil +4 Con dps ---------- S.pwr/crit +6 Dmg.mod +6% blight +0% darkness Res.pen +15% arcane ----- def ----- Resists +15% blight Max.HP +71.00 HP.reg +6.50 Blind- +50% Confus- +28% ---------- misc Mana/turn +0.08 Max.mana +120.00 Light +10 Infravis +0 See.Stealth +24 See.Invis +25 Track: Puts all charms on 24 cooldown Level 3.3 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 51 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 24 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 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 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 15 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 18 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 117 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 807.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 52] amazing fiery salve [power 52]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (52% fire, light and lightning affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 52] amazing frost salve [power 52]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (52% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 758] amazing healing salve [power 758]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 58% cooldown modifier. Heal 758 Puts Talent Medical Injector on 9 cooldown Medical salve. |
amazing pain suppressor salve [power 663] amazing pain suppressor salve [power 663]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 58% cooldown modifier. Let you fight up to -663 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
amazing water salve [power 52] amazing water salve [power 52]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (52% blight, mind and acid affinity). Puts Talent Medical Injector on 15 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 head When attached: ----- def ----- Silence- +50% Returns 5 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 hands When attached: ---------- misc Talents +5 Flash Powder 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 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% 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! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% darkness Res.pen +25% lightning Melee Ret 8 darkness ---------- misc Wards +2 physical +2 mind +2 darkness Talents +7 Silence +1 Ward Cooldown Silence -2 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 97 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% nature ----- def ----- Resists +5% physical Phys.save +36 (+12 eff.) Heal.mod +10% ---------- misc Stam/turn +0.40 Wards +2 physical +3 mind +4 darkness Talents +1 Ward Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +4 Telekinetic Blast Teleport randomly (rad 65) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +7% Crit.mult +25.00% Dmg.mod +9% mind Res.pen +20% blight +15% mind Phasing +40% Fire a blast of psionic energies in a range 8 beam dealing 186.18 to 372.36 mind damage Puts all charms on 4 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness ----- def ----- Resists +3% darkness +9% blight ---------- misc Talents +5 Lay Web Cooldown Lay Web -2 Harden the skin for 7 turns increasing armour by 66 and armour hardiness by 60% Puts all charms on 12 cooldown 100% to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +12% mind Res.pen +15% mind ---------- misc Talents +5 Lay Web Cooldown Lay Web -2 Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +9% light Res.pen +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Mind.save +30 (+7 eff.) Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% blight Res.pen +5% fire Melee Ret 8 blight 12 fire ----- def ----- Resists +3% fire ---------- misc Talents +6 Lay Web Cooldown Lay Web -2 Remove up to 7 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Alabur the Dwarf Anorithil level 33
2nd Iron 124th year of Ascendancy at 04:23 see stats
By Alabur the Dwarf Anorithil level 50
9th Loss 125th year of Ascendancy at 05:36 see stats
By Alabur the Dwarf Anorithil level 32
25th Shortage 123rd year of Ascendancy at 16:07 see stats
By Alabur the Dwarf Anorithil level 43
15th Wealth 124th year of Ascendancy at 21:33 see stats
By Alabur the Dwarf Anorithil level 50
19th Loss 125th year of Ascendancy at 03:17 see stats
By Alabur the Dwarf Anorithil level 38
11st Stralite 124th year of Ascendancy at 22:13 see stats
By Alabur the Dwarf Anorithil level 50
9th Profit 126th year of Ascendancy at 10:58 see stats
By Alabur the Dwarf Anorithil level 47
16th Voratun 125th year of Ascendancy at 10:07 see stats
By Alabur the Dwarf Anorithil level 50
29th Gold 126th year of Ascendancy at 05:14 see stats
By Alabur the Dwarf Anorithil level 37
4th Stralite 124th year of Ascendancy at 11:21 see stats
By Alabur the Dwarf Anorithil level 34
24th Steel 124th year of Ascendancy at 10:02 see stats
By Alabur the Dwarf Anorithil level 50
1st Gold 126th year of Ascendancy at 20:48 see stats
By Alabur the Dwarf Anorithil level 6
16th Profit 122nd year of Ascendancy at 07:41 see stats
By Alabur the Dwarf Anorithil level 50
5th Shortage 125th year of Ascendancy at 14:06 see stats
By Alabur the Dwarf Anorithil level 50
24th Iron 126th year of Ascendancy at 03:57 see stats
By Alabur the Dwarf Anorithil level 35
40th Steel 124th year of Ascendancy at 18:47 see stats
By Alabur the Dwarf Anorithil level 50
3rd Voratun 126th year of Ascendancy at 03:11 see stats
By Alabur the Dwarf Anorithil level 50
20th Dearth 125th year of Ascendancy at 00:55 see stats
By Alabur the Dwarf Anorithil level 50
35th Profit 126th year of Ascendancy at 03:03 see stats
By Alabur the Dwarf Anorithil level 33
18th Iron 124th year of Ascendancy at 07:38 see stats
By Alabur the Dwarf Anorithil level 50
19th Profit 126th year of Ascendancy at 18:48 see stats
By Alabur the Dwarf Anorithil level 50
45th Stralite 126th year of Ascendancy at 14:57 see stats
By Alabur the Dwarf Anorithil level 20
30th Gold 123rd year of Ascendancy at 18:24 see stats
By Alabur the Dwarf Anorithil level 44
1st Loss 124th year of Ascendancy at 01:33 see stats
By Alabur the Dwarf Anorithil level 50
16th Iron 126th year of Ascendancy at 10:47 see stats
By Alabur the Dwarf Anorithil level 50
13rd Gold 126th year of Ascendancy at 06:04 see stats
By Alabur the Dwarf Anorithil level 50
24th Iron 126th year of Ascendancy at 21:23 see stats
By Alabur the Dwarf Anorithil level 50
8th Shortage 125th year of Ascendancy at 16:05 see stats
By Alabur the Dwarf Anorithil level 33
14th Steel 124th year of Ascendancy at 18:13 see stats
By Alabur the Dwarf Anorithil level 25
30th Profit 123rd year of Ascendancy at 14:36 see stats
By Alabur the Dwarf Anorithil level 50
3rd Voratun 126th year of Ascendancy at 00:55 see stats
By Alabur the Dwarf Anorithil level 50
36th Profit 126th year of Ascendancy at 12:40 see stats
By Alabur the Dwarf Anorithil level 50
29th Loss 125th year of Ascendancy at 00:20 see stats
By Alabur the Dwarf Anorithil level 10
29th Profit 122nd year of Ascendancy at 01:39 see stats
By Alabur the Dwarf Anorithil level 20
12nd Gold 123rd year of Ascendancy at 14:20 see stats
By Alabur the Dwarf Anorithil level 30
4th Loss 123rd year of Ascendancy at 20:47 see stats
By Alabur the Dwarf Anorithil level 40
4th Profit 124th year of Ascendancy at 03:01 see stats
By Alabur the Dwarf Anorithil level 50
9th Wealth 125th year of Ascendancy at 12:06 see stats
By Alabur the Dwarf Anorithil level 46
9th Voratun 125th year of Ascendancy at 04:54 see stats
By Alabur the Dwarf Anorithil level 50
33rd Profit 126th year of Ascendancy at 21:43 see stats
By Alabur the Dwarf Anorithil level 50
12nd Profit 126th year of Ascendancy at 20:50 see stats
By Alabur the Dwarf Anorithil level 50
30th Profit 126th year of Ascendancy at 09:55 see stats
By Alabur the Dwarf Anorithil level 50
10th Gold 126th year of Ascendancy at 09:27 see stats
By Alabur the Dwarf Anorithil level 50
19th Profit 126th year of Ascendancy at 16:25 see stats
By Alabur the Dwarf Anorithil level 50
32nd Profit 126th year of Ascendancy at 10:21 see stats
By Alabur the Dwarf Anorithil level 19
32nd Steel 123rd year of Ascendancy at 13:24 see stats
By Alabur the Dwarf Anorithil level 50
1st Steel 126th year of Ascendancy at 12:19 see stats
By Alabur the Dwarf Anorithil level 26
5th Wealth 123rd year of Ascendancy at 07:55 see stats
By Alabur the Dwarf Anorithil level 47
22nd Profit 125th year of Ascendancy at 13:52 see stats
By Alabur the Dwarf Anorithil level 33
9th Iron 124th year of Ascendancy at 03:41 see stats
By Alabur the Dwarf Anorithil level 36
28th Gold 124th year of Ascendancy at 09:01 see stats
By Alabur the Dwarf Anorithil level 50
32nd Profit 126th year of Ascendancy at 17:56 see stats
By Alabur the Dwarf Anorithil level 50
31st Profit 126th year of Ascendancy at 14:53 see stats
By Alabur the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 09:10 see stats
By Alabur the Dwarf Anorithil level 50
45th Stralite 126th year of Ascendancy at 14:56 see stats
By Alabur the Dwarf Anorithil level 33
8th Iron 124th year of Ascendancy at 03:20 see stats
By Alabur the Dwarf Anorithil level 7
22nd Profit 122nd year of Ascendancy at 04:48 see stats
By Alabur the Dwarf Anorithil level 50
10th Gold 126th year of Ascendancy at 19:52 see stats
By Alabur the Dwarf Anorithil level 19
12nd Gold 123rd year of Ascendancy at 14:20 see stats
By Alabur the Dwarf Anorithil level 50
45th Stralite 126th year of Ascendancy at 14:57 see stats
By Alabur the Dwarf Anorithil level 50
27th Gold 126th year of Ascendancy at 00:13 see stats
By Alabur the Dwarf Anorithil level 5
29th Voratun 122nd year of Ascendancy at 14:09 see stats
By Alabur the Dwarf Anorithil level 50
28th Iron 126th year of Ascendancy at 06:51 see stats
By Alabur the Dwarf Anorithil level 39
38th Stralite 124th year of Ascendancy at 11:45 see stats
By Alabur the Dwarf Anorithil level 24
22nd Profit 123rd year of Ascendancy at 01:58 see stats
By Alabur the Dwarf Anorithil level 16
12nd Shortage 122nd year of Ascendancy at 18:14 see stats
By Alabur the Dwarf Anorithil level 32
20th Shortage 123rd year of Ascendancy at 09:36 see stats
By Alabur the Dwarf Anorithil level 50
37th Profit 126th year of Ascendancy at 22:53 see stats
By Alabur the Dwarf Anorithil level 50
27th Gold 126th year of Ascendancy at 00:13 see stats
Log
Alabur casts Circle of Warding.
Alabur's spell attains critical power!
Alabur's spell attains critical power!
Pumpkin, the little kitty is knocked back!
Today is the 39th Profit of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:13.
Alabur's prismatic repulsion area effect hits Pumpkin, the little kitty for 0 light, 0 darkness (0 total damage).
Alabur deactivates Defensive Posture.
Alabur deactivates Elemental Harmony.
Alabur is not affected anymore by the salve.
Alabur deactivates Hymn Nocturnalist.
Alabur is no longer surging arcane power.
Alabur deactivates Chant of Resistance.
The shield around Alabur crumbles.
Alabur deactivates Hymn of Shadows.
Alabur deactivates Corona.