










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Reaver |
Level / Exp | 50 / 2141% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 70 (base 46) |
Dexterity | 88 (base 44) |
Constitution | 75 (base 60) |
Magic | 122 (base 62) |
Willpower | 46 (base 13) |
Cunning | 55 (base 15) |
Resources
Life | 2341/2387 |
Steam | 100/100 |
Vim | 204/204 |
Healing Factor | 1.769557823378 |
Regeneration | 28.755314629893 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 18.132091952673 |
Infravision | 15 |
See Stealth | 25 |
See Invisible | 24 |
Offense: Mainhand
Damage | 266 |
Accuracy | 70 |
Crit Chance | 74% |
APR | 81 |
Speed | 1.00 |
Offense: Offhand
Damage | 221 |
Accuracy | 70 |
Crit Chance | 78% |
APR | 87 |
Speed | 1.00 |
Offense: Spell
Spellpower | 103 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +45% |
Blight | +77% |
Arcane | +46% |
All | +14% |
Crit. mult. | +291% |
Light | +20% |
Temporal | +26% |
Physical | +39% |
Fire | +65% |
Nature | +39% |
Offense: Damage Penetration
Acid | +19% |
Physical | +53% |
Temporal | +24% |
Blight | +74% |
Arcane | +40% |
Mind | +29% |
All | +14% |
Defense: Base
Armour (hardiness) | 75.745755858179 (100%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 21 |
Physical Save | 71 |
Spell Save | 60 |
Mental Save | 47 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 37%( 70%) |
All | + 21%( 70%) |
Crit. shrug | +23% |
Darkness | + 37%( 70%) |
Light | + 23%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 59%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 50%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 41% |
Silence Resistance | 71% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 77 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 214 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 29 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
Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Discord |
talent | Ruin |
talent | Blood Vengeance |
talent | Infestation |
talent | Overkill |
talent | Chant of Fortress |
talent | Bone Shield |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 27% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+9 cooldowns). Runic Saturation |
detrimental effect | The target has been splashed with acid, taking 69.78 acid damage per turn. Woeful Corrosion |
beneficial effect | The target is in a magical frenzy, improving spellpower by 66. Bloodlust |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target has been splashed with acid, taking 62.02 acid damage per turn, reducing armour by 85 and attack by 74. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the injured seer from death by Polimille the mountain troll thunderer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Xeruldabeth the copperhead snake. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 0. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision 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. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 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. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +3 Cun +14 Dex offense ------ Physical Power +30 (+4 eff.) Ignore resists +26% physical Accuracy +15 (+4 eff.) Ignore Armor +3 defense ------ Armor +22 Defense +21 (+5 eff.) Physical save +15 (+4 eff.) Mind save +19 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- EQ when Hit +0.20 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil +2 Cun +1 Con offense ------ Damage +6% acid Ignore resists +14% all Ignore Armor +11 defense ------ Resistance +9% acid Life +73.00 Blind Resist +41% Confus Resist +20% other ------- Light +11 See Stealth +25 See Invisibility +24 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Wil offense ------ Physical Power +12 (+2 eff.) Mindpower +10 (+3 eff.) Damage +6% temporal Ignore resists +10% temporal defense ------ Armor +12 Defense +7 (+2 eff.) Fatigue +5% Resistance +13% physical +14% nature +6% all Physical save +24 (+6 eff.) Spell save +9 (+2 eff.) Life +83.00 Healmod +17% Silence Resist +50% other ------- EQ when Hit +0.08 Hate-on-crit +3.00 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +150% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Damage +6% blight Ignore resists +20% blight Accuracy +25 (+6 eff.) defense ------ Armor +8 Defense +30 (+7 eff.) Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Mag +2 Wil +8 Cun offense ------ Physical Power +14 (+2 eff.) Spellpower +29 (+5 eff.) Mindpower +20 (+6 eff.) Damage +6% all +19% physical Ignore resists +5% acid defense ------ Resistance +19% physical +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +6 Mag +7 Cun +3 Con offense ------ Spellpower +12 (+2 eff.) Move Speed +22% Damage +6% physical Accuracy +13 (+3 eff.) defense ------ Defense +13 (+3 eff.) Resistance +4% physical Life +65.00 Life Regen +16.00 Healmod +20% other ------- Light +2 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ Critical power +55.00% Spellpower +30 (+5 eff.) Damage +29% blight +26% fire +6% temporal Accuracy +9 (+2 eff.) Ignore Armor +18 defense ------ Armor +8 Resistance +6% acid +3% fire Poison Resist +21% Cut Resist +10% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Master Weapon Damage 173% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +26 Critical Rate +23.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Critical power +34.00% Damage +6% light +3% blight Ignore resists +15% blight +13% physical Accuracy +18 (+4 eff.) Ignore Armor +23 When Hit 6 blight defense ------ Resistance +3% blight +5% arcane +3% light other ------- Light +3 Blunt and deadly. |
Around waist | ![]() |
In off hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 110% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +32 Critical Rate +27.0% Attack Speed 100% On Hit: * deal 89.06 arcane and 69.54 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+4 eff.) other ------- Talents +1 Soul Purge Unstoppable: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Fixed Cooldown: 45 Travel.spd instantaneous Description: You enter a battle frenzy for 5 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1. At the end of the frenzy, you regain 12% of your health per foe slain during the frenzy. While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +22.00% Spellpower +8 (+1 eff.) Spellpower/crit +10 Damage +32% arcane Ignore resists +25% blight +26% arcane +15% mind Ignore Shields +30% defense ------ Defense +2 (+0 eff.) Resistance +30% lightning +9% fire Stun Resist +50% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Physical Power +10 (+2 eff.) When Hit 50 physical defense ------ Armor +55 Defense +25 (+6 eff.) Fatigue +16% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+4 eff.) Spell save +25 (+6 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Fatigue -5% Life +20.00 Life Regen +5.00 Cut Resist +10% Teleport Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str defense ------ Resistance +5% arcane Life Regen +2.00 Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Psi when Hit +0.04 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save -7 (-2 eff.) Life +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. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +13 Con offense ------ Mind Crit +4% Critical power +10.00% Damage +9% mind Ignore resists +20% physical Accuracy +20 (+5 eff.) When Hit 6 physical defense ------ Physical save +14 (+3 eff.) Life +51.00 Life Regen +6.00 other ------- EQ when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Damage +6% light defense ------ Resistance +6% lightning +6% physical +3% light other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -7% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spellpower/crit +5 other ------- Mana/turn +0.53 Max mana +33.00 Amulets make your neck look great! |
![]() 1.0 Encumbrance 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 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +2 Wil offense ------ Critical power +10.00% Physical Power +20 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +40 (+13 eff.) Damage +3% mind +9% nature +20% light +8% all defense ------ Resistance +27% acid +40% light +20% fire +27% cold +24% lightning other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +4 Cun +4 Con offense ------ Spellpower +8 (+1 eff.) Damage +6% acid +15% blight Accuracy +15 (+4 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 defense ------ Unlife -20.00 life other ------- Stamina/turn +3.00 Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -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 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Cun +7 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Crit Resistance 10.00% Spell save +9 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +20.00 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +8 (+1 eff.) Damage +12% acid Ignore resists +20% mind defense ------ Resistance +24% acid Mind save +3 (+1 eff.) Life Regen +2.00 Stun Resist +20% other ------- Psi when Hit +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +6% nature Ignore resists +20% nature defense ------ Armor +6 Resistance +5% arcane Unlife -20.00 life Life +64.00 Life Regen +10.00 Healmod +13% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +8 Cun +1 Wil offense ------ Mind Crit +1% defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Dex +2 Mag +1 Wil +10 Cun offense ------ Spell Crit +2% Physical Power +14 (+2 eff.) Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) Spellpower/crit +8 Damage +18% blight Accuracy +27 (+7 eff.) Ignore Armor +17 defense ------ Defense +15 (+4 eff.) other ------- Vim-on-crit +2.15 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 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Mag +3 Wil +3 Cun +1 Con defense ------ Defense +6 (+1 eff.) Resistance +6% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +3 Mag +2 Cun offense ------ Damage +6% nature defense ------ Spell save +6 (+1 eff.) other ------- See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +42.00 Life Regen +5.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +9 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Fatigue -4% other ------- Encumbrance +25 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 101% 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 make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Con offense ------ Damage +14% physical defense ------ Resistance +14% physical Spell save +14 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Physical save +7 (+2 eff.) Spell save +8 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex offense ------ Physical Power +8 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +18 (+6 eff.) Damage +8% all Accuracy +10 (+2 eff.) defense ------ Resistance +12% mind Mind save +6 (+2 eff.) Life +61.00 Life Regen +10.00 Healmod +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil +4 Con offense ------ Damage +14% cold defense ------ Resistance +28% cold Spell save +13 (+3 eff.) Mind save +12 (+4 eff.) Life +23.00 Life Regen +4.00 Disarm Resist +33% Pinning Resist +40% Knockbk Resist +43% other ------- Mana-on-crit +2.00 Max stamina +10.00 Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 200% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +15.0% Attack Speed 100% On-Hit, radius 1 +28 fire While equipped: Stats +4 Cun defense ------ Defense +41 (+9 eff.) Resistance +24% cold Physical save +24 (+6 eff.) Unlife -100.00 life Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature/Disrupt Weapon Damage 154% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +13 Str +13 Dex +8 Mag +12 Wil +10 Cun +13 Con defense ------ Resistance +17% acid +17% lightning +17% fire +17% cold +8% all Spell save +15 (+4 eff.) Sharp, long, and deadly. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Critical power +20.00% Spellpower +15 (+3 eff.) Damage +30% temporal defense ------ Armor +12 Defense +10 (+2 eff.) other ------- Wards +3 temporal Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +25 (+4 eff.) Damage +21% acid +30% physical +20% lightning Ignore resists +54% acid defense ------ Resistance +18% blight +12% cold +7% arcane +27% darkness Spell save +21 (+5 eff.) Life Regen +2.00 Healmod +30% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +5% Spellpower +25 (+4 eff.) Damage +20% blight +41% fire +30% light +30% nature Ignore resists +34% fire defense ------ Resistance +27% blight Life Regen +2.00 Healmod +22% other ------- Light +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: offense ------ Damage +41% lightning +9% arcane +18% blight Ignore resists +34% lightning +34% darkness +25% arcane On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 40 defense ------ Resistance +36% lightning +13% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Resistance +0% lightning A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Physical Crit +3.0% Mind Crit +8% Damage +21% blight +18% physical Ignore resists +15% darkness defense ------ Armor +21 Defense +3 (+1 eff.) Resistance +18% light +3% physical other ------- Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% fire +15% cold +15% lightning Physical save +12 (+3 eff.) Spell save +12 (+3 eff.) Mind save +12 (+4 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Arcane Weapon Damage 167% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +27 acid +27 light +27 blight +27 cold Damage Against +45% Undead On-Hit, radius 1 +27 acid +27 cold +27 blight On Hit: * 27% chance to reduce strength, dexterity, and constitution by 40 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +6 Str +4 Dex +4 Wil offense ------ Spell Crit +1% Physical Power +7 (+1 eff.) Move Speed +10% Ignore resists +15% arcane +10% physical When Hit 6 arcane defense ------ Fatigue -8% Silence Resist +20% Teleport Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Disrupt While equipped: Stats +6 Wil offense ------ Physical Crit +6.0% Critical power +20.00% Physical Power +8 (+1 eff.) Damage +15% cold Ignore resists +20% acid When Hit 4 cold On-Hit (Melee): * 20% chance to reduce armor by 51% defense ------ Resistance +3% all Spell save +12 (+3 eff.) Life +71.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego] Nature While equipped: defense ------ Physical save +14 (+3 eff.) Healmod +30% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance 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 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Str +1 Con offense ------ Physical Crit +3.0% defense ------ Defense +15 (+4 eff.) Resistance +2% physical Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to increase all damage penetration by 22% for 2 turns. 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% acid +18% blight +15% lightning Ignore resists +15% lightning When Hit 6 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 40 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 62. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 203 for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +2 Str offense ------ Damage +12% nature When Hit 6 physical defense ------ Armor +12 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 777 Base Damage: 345 Armor: 16 All Resist: 28 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 22% for 2 turns. 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +5% temporal defense ------ Resistance +12% lightning +3% temporal +12% darkness Healmod +15% Pinning Resist +20% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1032 Base Damage: 523 Armor: 45 All Resist: 43 Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +12% cold +3% temporal Spell save +3 (+1 eff.) Life Regen +2.00 Sting an enemy dealing 261 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane +9% nature +6% mind Physical save +9 (+2 eff.) Healmod +5% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70% Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 57. 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +21% blight Ignore resists +10% blight +20% light When Hit 6 cold defense ------ Resistance +15% blight +21% cold Sting an enemy dealing 436 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Råttjägarn the Ghoul Reaver level 38
31st Pyre 123rd year of Ascendancy at 12:52 see stats
By Råttjägarn the Ghoul Reaver level 50
18th Haze 123rd year of Ascendancy at 06:08 see stats
By Råttjägarn the Ghoul Reaver level 38
29th Pyre 123rd year of Ascendancy at 12:43 see stats
By Råttjägarn the Ghoul Reaver level 31
54th Regrowth 123rd year of Ascendancy at 12:37 see stats
By Råttjägarn the Ghoul Reaver level 42
4th Mirth 123rd year of Ascendancy at 08:13 see stats
By Råttjägarn the Ghoul Reaver level 49
6th Haze 123rd year of Ascendancy at 14:04 see stats
By Råttjägarn the Ghoul Reaver level 41
77th Pyre 123rd year of Ascendancy at 11:43 see stats
By Råttjägarn the Ghoul Reaver level 23
63rd Haze 122nd year of Ascendancy at 06:15 see stats
By Råttjägarn the Ghoul Reaver level 9
10th Flare 122nd year of Ascendancy at 05:22 see stats
By Råttjägarn the Ghoul Reaver level 40
73rd Pyre 123rd year of Ascendancy at 00:23 see stats
By Råttjägarn the Ghoul Reaver level 32
4th Pyre 123rd year of Ascendancy at 03:44 see stats
By Råttjägarn the Ghoul Reaver level 50
55th Regrowth 124th year of Ascendancy at 02:47 see stats
By Råttjägarn the Ghoul Reaver level 24
64th Haze 122nd year of Ascendancy at 21:45 see stats
By Råttjägarn the Ghoul Reaver level 31
33rd Regrowth 123rd year of Ascendancy at 21:08 see stats
By Råttjägarn the Ghoul Reaver level 20
52nd Haze 122nd year of Ascendancy at 04:53 see stats
By Råttjägarn the Ghoul Reaver level 50
15th Regrowth 124th year of Ascendancy at 18:27 see stats
By Råttjägarn the Ghoul Reaver level 30
8th Regrowth 123rd year of Ascendancy at 21:36 see stats
By Råttjägarn the Ghoul Reaver level 43
4th Mirth 123rd year of Ascendancy at 21:09 see stats
By Råttjägarn the Ghoul Reaver level 50
11st Regrowth 124th year of Ascendancy at 17:59 see stats
By Råttjägarn the Ghoul Reaver level 10
10th Dusk 122nd year of Ascendancy at 22:05 see stats
By Råttjägarn the Ghoul Reaver level 20
32nd Haze 122nd year of Ascendancy at 13:47 see stats
By Råttjägarn the Ghoul Reaver level 30
7th Regrowth 123rd year of Ascendancy at 18:35 see stats
By Råttjägarn the Ghoul Reaver level 40
58th Pyre 123rd year of Ascendancy at 19:56 see stats
By Råttjägarn the Ghoul Reaver level 50
12nd Haze 123rd year of Ascendancy at 13:42 see stats
By Råttjägarn the Ghoul Reaver level 32
4th Pyre 123rd year of Ascendancy at 04:09 see stats
By Råttjägarn the Ghoul Reaver level 50
13rd Regrowth 124th year of Ascendancy at 13:32 see stats
By Råttjägarn the Ghoul Reaver level 19
24th Haze 122nd year of Ascendancy at 23:02 see stats
By Råttjägarn the Ghoul Reaver level 50
61st Haze 123rd year of Ascendancy at 07:32 see stats
By Råttjägarn the Ghoul Reaver level 44
8th Flare 123rd year of Ascendancy at 22:08 see stats
By Råttjägarn the Ghoul Reaver level 25
71st Haze 122nd year of Ascendancy at 08:51 see stats
By Råttjägarn the Ghoul Reaver level 40
73rd Pyre 123rd year of Ascendancy at 04:12 see stats
By Råttjägarn the Ghoul Reaver level 50
55th Regrowth 124th year of Ascendancy at 02:45 see stats
By Råttjägarn the Ghoul Reaver level 32
3rd Pyre 123rd year of Ascendancy at 12:40 see stats
By Råttjägarn the Ghoul Reaver level 8
3rd Flare 122nd year of Ascendancy at 16:46 see stats
By Råttjägarn the Ghoul Reaver level 50
13rd Regrowth 124th year of Ascendancy at 08:20 see stats
By Råttjägarn the Ghoul Reaver level 20
33rd Haze 122nd year of Ascendancy at 22:35 see stats
By Råttjägarn the Ghoul Reaver level 8
2nd Flare 122nd year of Ascendancy at 01:29 see stats
By Råttjägarn the Ghoul Reaver level 25
73rd Haze 122nd year of Ascendancy at 03:08 see stats
By Råttjägarn the Ghoul Reaver level 44
8th Dusk 123rd year of Ascendancy at 01:20 see stats
By Råttjägarn the Ghoul Reaver level 24
65th Haze 122nd year of Ascendancy at 08:17 see stats
By Råttjägarn the Ghoul Reaver level 16
45th Dusk 122nd year of Ascendancy at 05:50 see stats
By Råttjägarn the Ghoul Reaver level 37
28th Pyre 123rd year of Ascendancy at 12:37 see stats
Log
Woeful Corrosion from Argoniel hits Råttjägarn for 26 acid damage.
Acid Splash from Argoniel hits Råttjägarn for 23 acid damage.
Råttjägarn casts Drain.
Råttjägarn's spell attains critical power!
Råttjägarn's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Råttjägarn's spell attains critical power!
Råttjägarn damages himself through Martyrdom!
Råttjägarn HEALS from blight damage!
Råttjägarn hits Argoniel for 657 blight, 340 blight, 37 blight, 335 blight (1369 total damage).
Blood Splash hits Råttjägarn for 257 healing, 257 healing (0 total damage) [515 healing].
Argoniel hits Råttjägarn for (73 to bones), 0 blight, 59 healing, 44 blight, 36 healing, 5 blight, 4 healing, 41 blight, 33 healing (90 total damage) [132 healing].
Råttjägarn receives 26 healing from Ruin.
Råttjägarn killed Argoniel!
Råttjägarn speeds down outside of the retch.
Talent Rune: Blink is ready to use.
Talent Virulent Strike is ready to use.
Talent Corrupting Strike is ready to use.
Talent Virulent Disease is ready to use.
Acid Splash from Argoniel hits Råttjägarn for 22 acid damage.
Woeful Corrosion from Argoniel hits Råttjägarn for 25 acid damage.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
=====================
Damage dealt
=====================
2,856,606 physical
2,850,332 blight
251,688 arcane
220,892 darkness
128,151 acid
30,676 fire
8,990 cold
6,112 temporal
2,797 lightning
2,166 light
1,218 nature
303 mind
=====================
Damage taken
=====================
152,329 fire
147,219 physical
86,973 cold
53,415 darkness
44,241 blight
40,276 light
39,598 nature
22,810 lightning
22,603 acid
21,516 arcane
15,019 mind
9,373 temporal