











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 50 / 3304% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 117 (base 66) |
Dexterity | 106 (base 32) |
Constitution | 70 (base 10) |
Magic | 145 (base 60) |
Willpower | 47 (base 16) |
Cunning | 126 (base 64) |
Resources
Life | 1769/1769 |
Mana | 530/544 |
Stamina | 266/300 |
Healing Factor | 1.8973854666252 |
Regeneration | 8.0638882331572 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +64.20512205326% |
Spell | 0% |
Global | +140% |
Vision
Sight | 11 |
Lite | 14 |
Infravision | 6 |
See Stealth | 67.094063223628 |
See Invisible | 71.094063223628 |
Offense: Mainhand
Damage | 232 |
Accuracy | 98 |
Crit Chance | 131% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 104 |
Crit Chance | 96% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 90% |
Speed | 1 |
Offense: Damage Bonus
Physical | +211% |
Darkness | +76% |
Nature | +67% |
Temporal | +61% |
Lightning | +66% |
Arcane | +49% |
Acid | +61% |
All | +46% |
Offense: Damage Penetration
Fire | +40% |
Acid | +35% |
Nature | +35% |
Temporal | +36% |
Darkness | +45% |
Physical | +126% |
Cold | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 8.568090084646 (62.946778433524%) |
Defense | 102 |
Ranged Defense | 109 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 57 |
Mental Save | 57 |
Defense: Resistances
Acid | + 59%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 68%( 70%) |
All | + 56%( 70%) |
Lightning | + 63%( 70%) |
Light | + 58%( 70%) |
Temporal | + 63%( 70%) |
Physical | + 65%( 70%) |
Darkness | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 40% |
Poison Resistance | 26% |
Blind Resistance | 55% |
Silence Resistance | 38% |
Bleed Resistance | 20% |
Disarm Resistance | 46% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1442 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1426 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1248 damage for 7 turns. Its effects scale with your Dexterity stat. |
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 835% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 and physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Arcane Feed |
talent | Crystalline Focus |
talent | Shielding |
talent | Feather Wind |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 22% feedback damage from all damage done. Empathic Hex |
beneficial effect | The target is surrounded by a magical shield, absorbing 1422/1512 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
beneficial effect | Increases defense by 26. Mobile Defense |
beneficial effect | The target's accuracy is improved by 57. Perfect Accuracy |
detrimental effect | The target has been splashed with acid, taking 52.18 acid damage per turn, reducing armour by 73 and attack by 64. Acid Splash |
beneficial effect | Physical damage increased by 20%. Born into Magic |
beneficial effect | The target calls upon its inner resources, improving all damage by 29% and reducing all damage taken by 29%. Wrath of the Highborn |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases global action speed by 40%. Speed |
beneficial effect | Increases the effectiveness of all healing the target receives by 52%. Empowered Healing |
detrimental effect | All damage decreased by 10%. Dazzled |
beneficial effect | The target's spellpower has been increased by 45. Spellsurge |
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 |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)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 5 of Dreadfell. Escort: lone alchemist (level 5 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 Trollmire. Escort: lost defiler (level 2 of Trollmire)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 Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Vorovea the bee swarm. Escort: temporal explorer (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by Beladhemina the dread. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 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: 3583. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. 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 Ungrol of Last Hope in creating an elixir of brawn. | 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 within | 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 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 | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour: +5 Fatigue: +4% Changes stats: +6 Dex Changes resistances: +15% lightning / +15% temporal Changes damage: +12% physical Poison immunity: +26% Mana when firing critical spell: +2.60 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +80.00 Maximum mana: +80.00 Spellpower: +39 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +6 Wil Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +3% arcane / +21% nature Critical mult.: +18.00% Blindness immunity: +40% Confusion immunity: +30% Maximum life: +80.00 Light radius: +11 See stealth: +18 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 5.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +5 Defense: +31 (+5 eff.) Fatigue: +5% Changes stats: +8 Con Changes resistances: +6% acid / +6% cold / +12% nature Changes resistances penetration: +20% cold / +15% physical Reduces incoming crit damage: 10.00% Cut immunity: +20% Life regen: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +14 Defense: +15 (+2 eff.) Changes stats: +5 Str / +6 Dex / +5 Con Changes resistances: +12% cold Changes damage: +15% physical It can be used to blast the opponent's mind dealing 486 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +16 Changes stats: +12 Wil / +5 Con Changes resistances: +20% physical Changes damage: +35% physical Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +20 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% physical Changes damage: +7% all Critical mult.: +15.00% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +39% Maximum life: +38.00 Spellpower: +18 (+3 eff.) Mindpower: +19 (+5 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +11.0% Armour: +8 Changes stats: +5 Cun / +5 Dex Changes damage: +12% physical Critical mult.: +20.00% Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Mental crit. chance: +8% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 nature Damage (radius 2) on crit: +20 physical When wielded/worn: Armour penetration: +12 Physical crit. chance: +17.0% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +14 Str / +12 Dex / +12 Mag / +6 Wil / +12 Cun / +12 Con Critical mult.: +37.00% Physical save: +12 (+3 eff.) Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Physical crit. chance: +33.0% Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +5 Dex Changes resistances: +21% darkness Changes resistances penetration: +15% fire Critical mult.: +27.00% Spell crit. chance: +38% Mental crit. chance: +36% When used to modify unarmed attacks: Power: 156% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +42.0% Attack speed: 83% When this weapon crits: Cripple (40% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes stats: +6 Wil / +14 Mag Changes resistances: +3% light / +3% nature / +15% all Changes resistances penetration: +31% physical / +20% darkness / +11% temporal Changes damage: +59% physical / +30% darkness / +15% temporal Spell save: +9 (+3 eff.) Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +7 Only die when reaching: -40.00 life Maximum hate: +15.00 Spellpower: +19 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 8/20) : Effective talent level: 2.4 Power cost: 17 out of 8/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% lightning / +10% all Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Spell crit. chance: +5% Mental crit. chance: +5% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 21 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 1916.77 physical damage (based on Magic) in a radius of 3 Activation costs 51 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 51 power out of 60/60) : Effective talent level: 2.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +7 (+1 eff.) Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 63% Changes resistances: +6% cold Changes resistances penetration: +25% cold Changes damage: +5% physical Only die when reaching: -60.00 life Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 27/30. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 4 light Changes resistances: +6% temporal / +40% cold Changes resistances penetration: +26% physical Changes damage: +20% cold Physical save: +19 (+5 eff.) Spell save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -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. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +18% fire / +20% physical Changes damage: +20% physical Reduces incoming crit damage: 5.00% Cut immunity: +23% Confusion immunity: +20% Life regen: +22.00 Maximum life: +100.00 Spellpower: +13 (+2 eff.) Mindpower: +15 (+4 eff.) Healing mod.: +18% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +16 Mag / +16 Wil Changes resistances penetration: +15% light / +15% acid Changes damage: +21% acid Physical save: +12 (+3 eff.) Blindness immunity: +41% Spellpower: +27 (+4 eff.) Infravision radius: +6 See stealth: +24 See invisible: +23 It can be used to 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 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +25 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +9 Dex / +9 Mag / +5 Con Changes resistances: +15% mind Mental save: +9 (+3 eff.) Knockback immunity: +23% Maximum life: +80.00 Infravision radius: +3 Rings make your fingers look great! |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +21 nature When wielded/worn: Accuracy: +62 (+11 eff.) Armour penetration: +17 Physical power: +20 (+3 eff.) Defense: +32 (+5 eff.) Changes resistances penetration: +19% all Stamina each turn: +3.16 Vim when firing critical spell: +2.11 Spellpower: +20 (+3 eff.) Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +47 (+8 eff.) Defense: +19 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +19 Str / +28 Dex / +10 Mag / +17 Wil / +19 Cun / +19 Con Changes resistances: +3% blight / +3% fire / +3% nature Spell save: +19 (+6 eff.) Disarm immunity: +46% Combat speed: +10% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +24% Living When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +20 Physical crit. chance: +19.0% Changes stats: +15 Str / +3 Wil Changes damage: +6% blight / +21% physical Critical mult.: +48.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+5 eff.) Damage when hit (Melee): 10 cold / 10 physical / 8 fire Changes stats: +5 Str Changes resistances penetration: +15% fire Mental save: +11 (+3 eff.) Spellpower: +8 (+1 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 6 lightning Changes stats: +6 Dex / +16 Cun / +10 Lck Changes resistances: +9% nature / +12% acid Reduces incoming crit damage: 16.29% Trap disarming bonus: +22 Stealth bonus: +14 Only die when reaching: -86.90 life Infravision radius: +5 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +21 Mag / +12 Wil Changes resistances penetration: +15% blight Changes damage: +6% temporal Spell save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.63 Vim when firing critical spell: +2.62 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +26% physical / +6% darkness / +15% all Changes damage: +26% physical Blindness immunity: +10% Poison immunity: +20% Cut immunity: +20% Mana each turn: +0.61 Maximum mana: +183.00 Spellpower: +59 (+9 eff.) Spell crit. chance: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Changes stats: +7 Str / +7 Mag / +7 Wil / +6 Cun / +1 Con Changes resistances: +11% lightning / +13% cold / +3% light / +15% all Changes damage: +18% lightning / +25% physical / +26% light / +29% cold / +30% darkness Critical mult.: +15.00% Physical save: +6 (+2 eff.) Mana each turn: +0.39 Maximum mana: +84.00 Spellpower: +37 (+6 eff.) Spell crit. chance: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 21% chance to reduce all saves and defense by 35 Changes stats: +6 Wil Changes resistances: +24% lightning / +28% temporal / +28% darkness Changes resistances penetration: +20% darkness / +20% temporal Critical mult.: +20.88% Reduces incoming crit damage: 15.00% Blindness immunity: +20% Cut immunity: +21% Pinning immunity: +21% Equilibrium when hit: +0.08 Healing mod.: +15% Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Changes resistances: +15% mind / +3% nature Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +20% Maximum life: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +6% lightning Changes resistances penetration: +10% fire Changes damage: +6% fire / +18% physical Spellpower: +8 (+1 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +45 (+7 eff.) Fatigue: +4% Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +15 Dex Changes resistances: +5% arcane / +12% temporal Changes damage: +21% blight Spell save: +9 (+3 eff.) Blindness immunity: +21% Poison immunity: +21% Disease immunity: +20% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +11 Fatigue: -3% Changes resistances: +9% darkness Changes damage: +6% arcane / +6% physical Critical mult.: +20.69% Physical save: +19 (+5 eff.) Stamina each turn: +0.80 Maximum life: +60.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane 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. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 26 power out of 30/30) : Effective talent level: 5.2 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 281.52 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +41 (+7 eff.) Armour penetration: +6 Physical crit. chance: +2.0% Armour: +3 Changes resistances penetration: +20% blight Changes damage: +18% physical Critical mult.: +15.00% Physical save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Damage Shield penetration: +20% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 blight Changes stats: +1 Wil Changes resistances: +7% cold Allows you to breathe in: water Critical mult.: +5.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Mag Changes resistances: +6% nature Critical mult.: +20.88% Reduces incoming crit damage: 10.00% Poison immunity: +21% Disease immunity: +21% Mana each turn: +0.68 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +7 Mag Changes resistances: +6% fire / +4% physical Reduces incoming crit damage: 10.00% Spell save: +16 (+5 eff.) Knockback immunity: +20% Equilibrium when hit: +0.12 Maximum life: +100.00 A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +10 Fatigue: -10% Changes stats: +8 Str Changes resistances: +15% cold / +15% light / +21% fire Changes resistances penetration: +15% blight Reduces incoming crit damage: 15.00% Silence immunity: +21% Teleport immunity: +21% Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 775.31 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1172.41 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 470 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +11 Con Changes damage: +12% light Reduces incoming crit damage: 15.00% Spell save: +18 (+5 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower: +30 (+5 eff.) Damage Shield penetration: +30% It can be used to fire a magical bolt dealing 398 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +6 Changes stats: +3 Str / +6 Dex / +5 Wil / +2 Cun Changes damage: +9% cold Life regen: +4.00 Maximum life: +80.00 It can be used to create a shield absorbing up to 750 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 50. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Feris the Higher Arcane Blade level 38
18th Pyre 123rd year of Ascendancy at 07:46 see stats
By Feris the Higher Arcane Blade level 50
20th Haze 123rd year of Ascendancy at 07:39 see stats
By Feris the Higher Arcane Blade level 37
16th Pyre 123rd year of Ascendancy at 11:54 see stats
By Feris the Higher Arcane Blade level 50
9th Haze 123rd year of Ascendancy at 22:06 see stats
By Feris the Higher Arcane Blade level 50
13rd Haze 123rd year of Ascendancy at 12:57 see stats
By Feris the Higher Arcane Blade level 50
49th Dusk 123rd year of Ascendancy at 09:31 see stats
By Feris the Higher Arcane Blade level 40
52nd Pyre 123rd year of Ascendancy at 17:38 see stats
By Feris the Higher Arcane Blade level 26
74th Haze 122nd year of Ascendancy at 11:34 see stats
By Feris the Higher Arcane Blade level 19
51st Dusk 122nd year of Ascendancy at 16:09 see stats
By Feris the Higher Arcane Blade level 39
24th Pyre 123rd year of Ascendancy at 20:29 see stats
By Feris the Higher Arcane Blade level 34
80th Regrowth 123rd year of Ascendancy at 05:58 see stats
By Feris the Higher Arcane Blade level 50
1st Time of Balance 124th year of Ascendancy at 12:07 see stats
By Feris the Higher Arcane Blade level 23
35th Haze 122nd year of Ascendancy at 16:43 see stats
By Feris the Higher Arcane Blade level 31
52nd Regrowth 123rd year of Ascendancy at 06:49 see stats
By Feris the Higher Arcane Blade level 19
51st Dusk 122nd year of Ascendancy at 16:09 see stats
By Feris the Higher Arcane Blade level 36
12nd Pyre 123rd year of Ascendancy at 23:21 see stats
By Feris the Higher Arcane Blade level 50
27th Regrowth 124th year of Ascendancy at 12:06 see stats
By Feris the Higher Arcane Blade level 50
8th Regrowth 124th year of Ascendancy at 09:01 see stats
By Feris the Higher Arcane Blade level 34
80th Regrowth 123rd year of Ascendancy at 10:55 see stats
By Feris the Higher Arcane Blade level 50
13rd Haze 123rd year of Ascendancy at 20:14 see stats
By Feris the Higher Arcane Blade level 50
78th Haze 123rd year of Ascendancy at 14:26 see stats
By Feris the Higher Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 17:28 see stats
By Feris the Higher Arcane Blade level 20
74th Dusk 122nd year of Ascendancy at 16:33 see stats
By Feris the Higher Arcane Blade level 30
25th Regrowth 123rd year of Ascendancy at 03:46 see stats
By Feris the Higher Arcane Blade level 40
24th Pyre 123rd year of Ascendancy at 20:29 see stats
By Feris the Higher Arcane Blade level 50
49th Dusk 123rd year of Ascendancy at 07:20 see stats
By Feris the Higher Arcane Blade level 50
23rd Regrowth 124th year of Ascendancy at 22:35 see stats
By Feris the Higher Arcane Blade level 50
47th Regrowth 124th year of Ascendancy at 10:30 see stats
By Feris the Higher Arcane Blade level 19
60th Dusk 122nd year of Ascendancy at 04:29 see stats
By Feris the Higher Arcane Blade level 50
32nd Haze 123rd year of Ascendancy at 22:47 see stats
By Feris the Higher Arcane Blade level 39
23rd Pyre 123rd year of Ascendancy at 22:26 see stats
By Feris the Higher Arcane Blade level 32
63rd Regrowth 123rd year of Ascendancy at 02:06 see stats
By Feris the Higher Arcane Blade level 40
49th Pyre 123rd year of Ascendancy at 09:27 see stats
By Feris the Higher Arcane Blade level 50
1st Time of Balance 124th year of Ascendancy at 12:06 see stats
By Feris the Higher Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 11:33 see stats
By Feris the Higher Arcane Blade level 50
24th Regrowth 124th year of Ascendancy at 22:27 see stats
By Feris the Higher Arcane Blade level 25
69th Haze 122nd year of Ascendancy at 13:34 see stats
By Feris the Higher Arcane Blade level 50
1st Time of Balance 124th year of Ascendancy at 12:07 see stats
By Feris the Higher Arcane Blade level 50
41st Haze 123rd year of Ascendancy at 14:59 see stats
By Feris the Higher Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 23:00 see stats
By Feris the Higher Arcane Blade level 42
3rd Mirth 123rd year of Ascendancy at 21:18 see stats
By Feris the Higher Arcane Blade level 25
68th Haze 122nd year of Ascendancy at 17:41 see stats
By Feris the Higher Arcane Blade level 18
46th Dusk 122nd year of Ascendancy at 07:29 see stats
By Feris the Higher Arcane Blade level 37
15th Pyre 123rd year of Ascendancy at 18:09 see stats
Log
Feris damages herself through Martyrdom!
Feris reflects damage back to Argoniel!
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (22 absorbed), 0 acid (0 total damage).
Argoniel hits Feris for (18 absorbed), 0 physical, (12 absorbed), 0 physical, (1 absorbed), 0 arcane, (0 absorbed), 0 nature, (1 absorbed), 0 physical, (3 absorbed), 0 arcane, (18 absorbed), 0 physical, (0 absorbed), 0 nature, (1 absorbed), 0 physical, (3 absorbed), 0 arcane (0 total damage).
High Sun Paladin Aeryn hits Argoniel for 22 fire, 25 light, 18 physical (65 total damage).
Feris hits Argoniel for 767 physical, 18 reflected, 528 physical, 12 reflected, 49 arcane, 1 reflected, 7 nature, 0 reflected, 32 physical, 1 reflected, 62 arcane, 3 reflected, 756 physical, 18 reflected, 7 nature, 0 reflected, 32 physical, 1 reflected, 62 arcane, 3 reflected (2360 total damage).
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)
Feris damages herself through Martyrdom!
Feris reflects damage back to Argoniel!
Argoniel hits Feris for (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (34 absorbed), 0 physical, (6 absorbed), 0 physical, (32 absorbed), 0 physical (0 total damage).
Feris receives 103 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 88 healing from High Sun Paladin Aeryn's healing light area effect.
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical damage.
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles hits Argoniel for 789 physical, 34 reflected, 132 physical, 6 reflected (961 total damage).
Feris's Earthen Missiles killed Argoniel!
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)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.