










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 3002% |
Size | medium |
Lifes / Deaths | Killed by overckranked at level 50 on the 41st Haze 124th year of Ascendancy at 23:26 / 1 |
Primary Stats
Strength | 40 (base 16) |
Dexterity | 37 (base 22) |
Constitution | 48 (base 21) |
Magic | 148 (base 65) |
Willpower | 93 (base 62) |
Cunning | 110 (base 66) |
Resources
Life | -223/1190 |
Paradox | 728 |
Healing Factor | 1.2678383355188 |
Regeneration | 10.45966626803 |
Speed
Mental | -9.9920072216264E-13% |
Attack | -9.9920072216264E-13% |
Movement | +10.000000000004% |
Spell | -9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 81 |
Accuracy | 27 |
Crit Chance | 49% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 111 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +45% |
Arcane | +24% |
Cold | +19% |
All | +12% |
Darkness | +33% |
Physical | +43% |
Temporal | +81% |
Lightning | +24% |
Mind | +24% |
Fire | +32% |
Nature | +18% |
Offense: Damage Penetration
Lightning | +40% |
Temporal | +66% |
Physical | +34% |
Arcane | +33% |
Fire | +55% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (62.946778433524%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 57 |
Mental Save | 54 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 52%( 70%) |
All | + 34%( 70%) |
Physical | + 41%( 70%) |
Lightning | + 44%( 70%) |
Light | + 48%( 70%) |
Temporal | + 44%( 70%) |
Mind | + 44%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 46%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1016% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.40 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Chronomancy / Matter | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2481. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala 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. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery 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 focus. 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 |
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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.crit +9% Mov.spd +10% Dmg.mod +9% acid +21% darkness +18% blight Res.pen +30% fire Melee Ret 12 arcane ----- def ----- Armour +5 Fatigue -10% Max.HP +59.00 ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +11 Wil dps ---------- Phys.crit +5.0% Crit.mult +33.00% Phys.pwr +9 (+2 eff.) Spell.pwr +15 (+2 eff.) S.pwr/crit +4 Dmg.mod +12% mind ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con +3 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Phasing +30% ----- def ----- Armour +4 Fatigue +4% ---------- misc Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Nature While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +5% Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 44 ----- def ----- Resists +21% acid +11% nature +6% mind ---------- misc Max.mana +27.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun +6 Mag dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +5% all ----- def ----- Defense +15 (+3 eff.) Resists +9% mind +6% nature Spell.save +6 (+2 eff.) HP.reg +4.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Cun +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +10 (+2 eff.) ----- def ----- Defense +14 (+3 eff.) Crit.chn- 15.00% HP.reg +4.00 Stun/Frz- +63% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+7 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +10% Spell.pwr +20 (+3 eff.) Dmg.mod +29% temporal +21% physical Res.pen +11% temporal +9% physical ----- def ----- Resists +15% all Anom.red +13 ---------- misc Mana/turn +0.27 Max.mana +72.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Con dps ---------- Spell.crit +6% Crit.mult +27.00% Spell.pwr +9 (+1 eff.) Dmg.mod +12% arcane Res.pen +8% arcane ----- def ----- Defense +3 (+1 eff.) Phys.save +12 (+4 eff.) Max.HP +81.00 ---------- misc Max.mana +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +7 Cun +4 Mag dps ---------- Spell.crit +5% Crit.mult +18.00% Spell.pwr +18 (+3 eff.) Dmg.mod +12% lightning +15% blight +20% fire +7% cold +6% acid Res.pen +15% lightning ----- def ----- Resists +15% acid +3% fire +6% light +12% cold Amulets make your neck look great! |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 944.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 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] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 29.82 acid and 34.05 blight damage. If not cleared after five turns it will inflict 193.32 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.crit +12.0% Spell.crit +9% Phys.pwr +15 (+3 eff.) Spell.pwr +33 (+5 eff.) Dmg.mod +30% physical Phasing +30% Acc +22 (+11 eff.) ----- def ----- Armour +24 Defense +33 (+7 eff.) Resists +18% cold Shield.pwr +15% ---------- misc Max.stam +20.00 Wards +3 physical Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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." |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +6 Cun +9 Con dps ---------- Spell.crit +25% Mind.crit +2% Crit.mult +29.00% Spell.pwr +24 (+4 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +30% blight +6% arcane Res.pen +25% arcane ---------- misc N.En/turn +0.20 Vim/s.crit +12.00 Max.hate +8.00 Max.vim +80.00 Max.N.En +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +25% Spell.pwr +40 (+7 eff.) Dmg.mod +30% darkness Acc +5 (+2 eff.) Apr +1 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Resists +9% mind Anom.red +5 Die.at -20.00 life ---------- misc Mana/turn +0.57 Vim/s.crit +6.00 Max.stam +20.00 Max.vim +33.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +41 (+7 eff.) Dmg.mod +6% cold +9% mind +30% fire Res.pen +15% cold Melee Ret 8 cold ----- def ----- Resists +9% mind Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Mana/turn +0.60 Vim/s.crit +6.00 Max.vim +33.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +18 Wil +20 Cun dps ---------- Spell.crit +18% Crit.mult +18.00% Spell.pwr +33 (+5 eff.) S.pwr/crit +9 Dmg.mod +3% fire +30% darkness +18% light Melee Ret 6 fire ----- def ----- Resists +12% fire ---------- misc Mana/turn +0.25 Light +3 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +14 Mag dps ---------- Spell.crit +2% Dmg.mod +12% lightning ----- def ----- Resists +15% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.40 Vim/s.crit +2.00 Max.mana +60.00 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +10 (+2 eff.) Dmg.mod +9% arcane Res.pen +11% arcane ----- def ----- Defense +3 (+1 eff.) Spell.save +11 (+4 eff.) ---------- misc Max.mana +128.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +8 Mag +6 Wil dps ---------- Mind.crit +3% Spell.pwr +20 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +30% lightning +19% physical +12% mind +30% cold +30% arcane +17% all Res.pen +20% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning +15% cold +15% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +83.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +30% lightning +17% acid Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 53% On Melee Ret: * 9% chance to slow global speed by 73% * 10 arcane resource burn ----- def ----- Resists +48% lightning +1% physical +31% acid +5% arcane +15% all Heal.mod +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +11% darkness +11% temporal ----- def ----- Armour +3 Fatigue +2% Resists +11% darkness +11% temporal Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +30 (+6 eff.) Dmg.mod +15% mind +15% acid On Hit (Melee): * 21% chance to reduce armor by 53% ----- def ----- Armour +5 Mind.save +12 (+4 eff.) Die.at -83.71 life ---------- misc Stam/turn +3.14 Hate/m.crit +5.23 Max.hate +6.00 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +13 Con dps ---------- Phys.crit +10.0% Spell.crit +13% Mind.crit +20% Crit.mult +12.00% ----- def ----- Armour +19 Hardiness +5% Fatigue +5% Resists +11% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +12 Str +9 Wil +6 Cun dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +16 Defense +30 (+6 eff.) Phys.save +9 (+3 eff.) ---------- misc Infravis +6 See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 64.10 cold damage and 77.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 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 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. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical Apr +2 ----- def ----- Armour +2 ---------- misc Stam/turn +3.00 Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 26% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
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 overckranked the Cornac Paradox Mage level 50
37th Pyre 124th year of Ascendancy at 21:50 see stats
By overckranked the Cornac Paradox Mage level 37
18th Haze 123rd year of Ascendancy at 14:17 see stats
By overckranked the Cornac Paradox Mage level 50
12nd Pyre 124th year of Ascendancy at 22:26 see stats
By overckranked the Cornac Paradox Mage level 37
16th Haze 123rd year of Ascendancy at 16:28 see stats
By overckranked the Cornac Paradox Mage level 32
6th Mirth 123rd year of Ascendancy at 18:11 see stats
By overckranked the Cornac Paradox Mage level 41
17th Regrowth 124th year of Ascendancy at 08:18 see stats
By overckranked the Cornac Paradox Mage level 43
28th Regrowth 124th year of Ascendancy at 14:56 see stats
By overckranked the Cornac Paradox Mage level 50
31st Haze 124th year of Ascendancy at 20:00 see stats
By overckranked the Cornac Paradox Mage level 50
5th Pyre 124th year of Ascendancy at 20:41 see stats
By overckranked the Cornac Paradox Mage level 39
45th Haze 123rd year of Ascendancy at 07:24 see stats
By overckranked the Cornac Paradox Mage level 37
21st Haze 123rd year of Ascendancy at 18:39 see stats
By overckranked the Cornac Paradox Mage level 50
39th Pyre 124th year of Ascendancy at 23:50 see stats
By overckranked the Cornac Paradox Mage level 10
3rd Flare 122nd year of Ascendancy at 21:04 see stats
By overckranked the Cornac Paradox Mage level 41
23rd Regrowth 124th year of Ascendancy at 21:59 see stats
By overckranked the Cornac Paradox Mage level 38
23rd Haze 123rd year of Ascendancy at 18:28 see stats
By overckranked the Cornac Paradox Mage level 41
23rd Regrowth 124th year of Ascendancy at 04:41 see stats
By overckranked the Cornac Paradox Mage level 24
5th Regrowth 123rd year of Ascendancy at 00:22 see stats
By overckranked the Cornac Paradox Mage level 50
78th Dusk 124th year of Ascendancy at 15:42 see stats
By overckranked the Cornac Paradox Mage level 19
62nd Haze 122nd year of Ascendancy at 22:20 see stats
By overckranked the Cornac Paradox Mage level 30
32nd Pyre 123rd year of Ascendancy at 08:13 see stats
By overckranked the Cornac Paradox Mage level 50
68th Dusk 124th year of Ascendancy at 10:03 see stats
By overckranked the Cornac Paradox Mage level 42
24th Regrowth 124th year of Ascendancy at 00:07 see stats
By overckranked the Cornac Paradox Mage level 49
60th Regrowth 124th year of Ascendancy at 16:47 see stats
By overckranked the Cornac Paradox Mage level 30
57th Pyre 123rd year of Ascendancy at 22:59 see stats
By overckranked the Cornac Paradox Mage level 44
29th Regrowth 124th year of Ascendancy at 00:31 see stats
By overckranked the Cornac Paradox Mage level 31
66th Pyre 123rd year of Ascendancy at 00:38 see stats
By overckranked the Cornac Paradox Mage level 10
4th Mirth 122nd year of Ascendancy at 21:09 see stats
By overckranked the Cornac Paradox Mage level 20
69th Haze 122nd year of Ascendancy at 10:44 see stats
By overckranked the Cornac Paradox Mage level 30
31st Pyre 123rd year of Ascendancy at 12:03 see stats
By overckranked the Cornac Paradox Mage level 40
14th Regrowth 124th year of Ascendancy at 13:51 see stats
By overckranked the Cornac Paradox Mage level 50
64th Regrowth 124th year of Ascendancy at 09:12 see stats
By overckranked the Cornac Paradox Mage level 30
63rd Pyre 123rd year of Ascendancy at 03:07 see stats
By overckranked the Cornac Paradox Mage level 50
53rd Pyre 124th year of Ascendancy at 22:25 see stats
By overckranked the Cornac Paradox Mage level 29
45th Regrowth 123rd year of Ascendancy at 03:17 see stats
By overckranked the Cornac Paradox Mage level 48
48th Regrowth 124th year of Ascendancy at 16:10 see stats
By overckranked the Cornac Paradox Mage level 26
23rd Regrowth 123rd year of Ascendancy at 18:29 see stats
By overckranked the Cornac Paradox Mage level 50
47th Dusk 124th year of Ascendancy at 05:12 see stats
By overckranked the Cornac Paradox Mage level 43
28th Regrowth 124th year of Ascendancy at 18:04 see stats
By overckranked the Cornac Paradox Mage level 29
31st Pyre 123rd year of Ascendancy at 09:57 see stats
By overckranked the Cornac Paradox Mage level 39
23rd Haze 123rd year of Ascendancy at 23:56 see stats
By overckranked the Cornac Paradox Mage level 50
78th Dusk 124th year of Ascendancy at 15:41 see stats
By overckranked the Cornac Paradox Mage level 30
58th Pyre 123rd year of Ascendancy at 03:24 see stats
By overckranked the Cornac Paradox Mage level 10
4th Mirth 122nd year of Ascendancy at 21:11 see stats
By overckranked the Cornac Paradox Mage level 50
27th Pyre 124th year of Ascendancy at 11:43 see stats
By overckranked the Cornac Paradox Mage level 50
78th Dusk 124th year of Ascendancy at 15:42 see stats
By overckranked the Cornac Paradox Mage level 19
66th Haze 122nd year of Ascendancy at 17:52 see stats
By overckranked the Cornac Paradox Mage level 19
62nd Haze 122nd year of Ascendancy at 00:25 see stats
By overckranked the Cornac Paradox Mage level 50
74th Regrowth 124th year of Ascendancy at 08:59 see stats
By overckranked the Cornac Paradox Mage level 29
25th Pyre 123rd year of Ascendancy at 03:27 see stats
By overckranked the Cornac Paradox Mage level 30
32nd Pyre 123rd year of Ascendancy at 05:34 see stats
By overckranked the Cornac Paradox Mage level 21
2nd Allure 123rd year of Ascendancy at 13:48 see stats
By overckranked the Cornac Paradox Mage level 36
15th Haze 123rd year of Ascendancy at 15:25 see stats
By overckranked the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 05:13 see stats
By overckranked the Cornac Paradox Mage level 50
60th Dusk 124th year of Ascendancy at 15:14 see stats
Log
Overckranked's fire area effect hits overckranked for (333 to time), 211 fire (211 total damage).
Overckranked's fire area effect hits Linaniil, Supreme Archmage of Angolwen for 890 fire damage.
Energy Decomposition hits overckranked for (121 dissipated), (116 dissipated) (0 total damage).
Reality Smearing hits overckranked for (91 converted), (192 converted) (0 total damage).
Overckranked's fire area effect hits Linaniil, Supreme Archmage of Angolwen for 890 fire damage.
overckranked receives 263 healing from Attenuate from Overckranked.
Linaniil, Supreme Archmage of Angolwen activates Burning Wake.
Linaniil, Supreme Archmage of Angolwen deactivates Chant of Resistance.
LIFE LOST WARNING!
Attenuate from Overckranked hits Linaniil, Supreme Archmage of Angolwen for (1292 shifted), 0 temporal (0 total damage).
Overckranked uses Infusion: Wild.
Overckranked lessens the pain.
Overckranked Triggers an Anomaly! (Anomaly Gravity Pull).
Overckranked casts Webs of Fate.
Spacetime fights against your control!
Overckranked Triggers an Anomaly! (Anomaly Mass Dig).
Overckranked digs out a huge area.
You lose control and unleash an anomaly!
Spacetime has calmed... somewhat.
overckranked converts damage to paradox!
Overckranked's fire area effect hits overckranked for 376 fire damage.
Overckranked's fire area effect hits Linaniil, Supreme Archmage of Angolwen for 922 fire damage.
Overckranked's fire area effect hits overckranked for 377 fire damage.
Overckranked's fire area effect hits Linaniil, Supreme Archmage of Angolwen for 922 fire damage.
Energy Decomposition hits overckranked for (116 dissipated), (118 dissipated) (0 total damage).
Reality Smearing hits overckranked for (162 converted), (161 converted) (0 total damage).
Overckranked's fire area effect hits Linaniil, Supreme Archmage of Angolwen for 922 fire damage.
overckranked the level 50 cornac paradox mage was fried to death by herself (the fool) on level 1 of Angolwen.