










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 50 / 2065% |
Size | medium |
Lifes / Deaths | Killed by Ivolle the skeleton warrior at level 22 on the 43rd Steel 123rd year of Ascendancy at 03:47 2 / 5Killed by Layassra the Guardian at level 28 on the 21st Stralite 123rd year of Ascendancy at 18:19 Killed by elder vampire at level 30 on the 26th Stralite 123rd year of Ascendancy at 18:58 Killed by Lord of Skulls (warrior) at level 44 on the 17th Shortage 123rd year of Ascendancy at 08:43 Killed by Atamathon the Giant Golem at level 50 on the 20th Stralite 125th year of Ascendancy at 06:47 |
Antimagic | Follower |
Primary Stats
Strength | 111 (base 47) |
Dexterity | 101 (base 60) |
Constitution | 113 (base 47) |
Magic | 19 (base 10) |
Willpower | 78 (base 31) |
Cunning | 73 (base 37) |
Resources
Life | 2114/2114 |
Stamina | 407/407 |
Equilibrium | 71 |
Healing Factor | 1.9462346689682 |
Regeneration | 23.492238880478 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
See Stealth | 39.511629553598 |
See Invisible | 39.511629553598 |
Offense: Barehand
Damage | 177 |
Accuracy | 71 |
Crit Chance | 111% |
APR | 35 |
Speed | 0.80 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Physical | +11% |
Arcane | +23% |
Cold | +28% |
All | +13% |
Offense: Damage Penetration
Cold | +36% |
All | +11% |
Defense: Base
Armour (hardiness) | 45 (52.594633868923%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 47 |
Mental Save | 42 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 42%( 70%) |
All | + 28%( 70%) |
Darkness | + 35%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 42%( 70%) |
Mind | + 35%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 60% |
Stoning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 776 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -646 life. The duration and life will increase by 1% for every 1% life you have lost (currently 646 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% 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 Strength stat. |
Class Talents
Technique / Finishing moves | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.60 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.60 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Exploit Weakness |
talent | Striking Stance |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | Countering melee attacks: Has a 40% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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. | active |
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 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost defiler from death by Gloruthra the skeleton warrior. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued drake hatchling. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by orc master assassin. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by war hound. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed directly to the next Infinite Dungeon level in less than 170 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (170)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): Pacifist | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 80): Headhunter0 / 3 demon spawn killed. | failed |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1485. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This object's appearance was changed to Iron Throne Couture: Guard Boots. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Phys.crit +25.0% Spell.crit +16% Mind.crit +33% Crit.mult +27.00% ----- def ----- Armour +3 Resists +3% blight +6% temporal +24% acid Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 41.5 - 45.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +39.0% Atk.spd 125% On Hit: 10% Set Up 5 On Crit: 40% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Pyro: Brawler Hands 1. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +9 Str +12 Dex +8 Con dps ---------- Res.pen +25% cold Melee Ret 10 fire 10 cold ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 723.7 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 62% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +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. |
Main armor | ![]() 2.0 T4 cloth armor [Rare] Master While equipped: Stats +6 Con ----- def ----- Armour +13 Defense +30 (+7 eff.) Resists +9% acid +12% temporal +5% arcane +13% all Phys.save +23 (+6 eff.) Max.HP +60.00 Heal.mod +10% ---------- misc Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Plumpkin Daper: Witch Robe. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Res.pen +11% all Apr +15 ----- def ----- Defense +20 (+5 eff.) Resists +6% temporal Phys.save +13 (+3 eff.) Heal.mod +30% Blind- +20% Cut- +10% Confus- +10% ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Dex +6 Wil +11 Cun +8 Lck dps ---------- Against +26% Summoned ----- def ----- D.Red.from +28% Summoned Stealth +5 ---------- misc T.Disarm +28 Infravis +5 A belt that goes around your waist. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 79.62 physical damage and 162.12 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +9 Dex +5 Wil +4 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% light ----- def ----- Resists +6% acid +6% light Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Windtouched Speed You have set the ring to grant you Windtouched Speed! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% all ----- def ----- Max.HP +61.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +14.5% Atk.spd 100% Melee+ +19 darkness Against +19% Living On Crit.r2 +25 fire While equipped: Stats +5 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +32% fire Acc +20 (+5 eff.) Apr +4 ----- def ----- Resists +21% fire ---------- misc Max.stam +37.95 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +21 cold While equipped: dps ---------- Phys.crit +10.0% Crit.mult +27.00% Apr +12 Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego+] Arcane/Master Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +14% acid Res.pen +14% acid Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +12 (+3 eff.) Apr +8 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Normal] Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Ego+] Master Power 76.5 - 114.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +17% physical ----- def ----- Disarm- +42% Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +4% Melee+ 10 fire Dmg.mod +9% fire Res.pen +8% fire ----- def ----- Resists +8% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+12 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +11 Mag +9 Wil +9 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +7 Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Mag +8 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +18.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% cold Res.pen +12% cold ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.vim +35.00 Max.N.En +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +5 Dex dps ---------- Spell.crit +5% Phys.pwr +20 (+5 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +30% acid Res.pen +30% physical +30% temporal Apr +8 ----- def ----- Defense +15 (+4 eff.) Resists +5% physical +18% temporal ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 40.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +10 (+2 eff.) Dmg.mod +10% temporal Phasing +14% ----- def ----- Defense +12 (+3 eff.) Shield.pwr +8% ---------- misc Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+7 eff.) Dmg.mod +30% physical +30% temporal +30% darkness +30% light Res.pen +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +2% Spell.pwr +21 (+6 eff.) Dmg.mod +15% acid ----- def ----- HP.reg +0.90 Heal.mod +17% ---------- misc Mana/turn +0.21 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +15% light ----- def ----- Resists +8% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% acid ----- def ----- Resists +13% darkness +13% temporal Def/telep +19 Res/telep +18% Dur/telep +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 darkness Against +16% Living +25% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Phys.crit +7.0% Mind.pwr +15 (+4 eff.) Dmg.mod +9% darkness Res.pen +20% light Acc +20 (+5 eff.) Melee Ret 13 light ----- def ----- Armour +26 Resists +15% light +9% darkness Create a temporary shield that absorbs 314 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +22% cold Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +11% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.18 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +14% arcane +14% lightning ----- def ----- Resists +21% lightning +7% all ---------- misc Max.mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +18 (+4 eff.) Dmg.mod +9% darkness +9% light +8% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +7 Str +8 Mag +8 Wil dps ---------- Dmg.mod +25% lightning +18% physical +19% cold ----- def ----- Resists +13% blight +13% cold +10% lightning +13% all Max.HP +80.00 HP.reg +3.90 Heal.mod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Con dps ---------- Melee+ 14 blight Dmg.mod +11% blight ----- def ----- Armour +3 Resists +10% blight Phys.save +27 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+2 eff.) Disarm- +50% Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +29 physical On Crit.r2 +13 blight On Hit: 10% Juggernaut 1 On Hit: 20% Soul Rot 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 10 cold Dmg.mod +6% cold Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +3 Resists +6% blight +9% cold Spell.save +11 (+3 eff.) Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +5.0% Atk.spd 125% On Crit.r2 +8 ice On Hit: 10% Ice Breath 5 On Hit: * 15% chance to slow global speed by 62% * 10% chance to reduce armor by 15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 10 light ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +9% light Spell.save +3 (+1 eff.) HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Resists +9% acid +9% cold Mind.save +18 (+6 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +7 Dex dps ---------- Mov.spd +20% Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +30 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Max.HP +93.00 HP.reg +11.00 Heal.mod +28% A suit of armour made of leather. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. This item has been sent to the Item's Vault. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T2 arrow ammo [Ego++] Arcane/Psionic Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +23 blight On Hit: 20% Epidemic 2 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 5 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +6% blight Phys.save +8 (+2 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 Heal.mod +18% Confus- +10% Pinning- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Psionic While equipped: ----- def ----- Defense +8 (+2 eff.) Phys.save +16 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +14 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 514 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 497 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 25% chance to reduce all saves and defense by 34 ----- def ----- Resists +9% fire ---------- misc Vim/s.crit +1.00 Max.mana +60.00 Max.vim +60.00 Reveal the area around you, dispelling darkness (radius 16, power 50 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 110. 100% to increase the duration of 3 beneficial effects by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Punchmaster the Dwarf Brawler level 50
7th Voratun 125th year of Ascendancy at 18:47 see stats
By Punchmaster the Dwarf Brawler level 33
5th Profit 123rd year of Ascendancy at 03:26 see stats
By Punchmaster the Dwarf Brawler level 46
19th Iron 124th year of Ascendancy at 22:55 see stats
By Punchmaster the Dwarf Brawler level 33
27th Voratun 123rd year of Ascendancy at 10:06 see stats
By Punchmaster the Dwarf Brawler level 15
14th Dearth 122nd year of Ascendancy at 00:01 see stats
By Punchmaster the Dwarf Brawler level 36
1st Wealth 123rd year of Ascendancy at 22:12 see stats
By Punchmaster the Dwarf Brawler level 37
12nd Wealth 123rd year of Ascendancy at 09:01 see stats
By Punchmaster the Dwarf Brawler level 50
29th Profit 124th year of Ascendancy at 21:00 see stats
By Punchmaster the Dwarf Brawler level 35
43rd Profit 123rd year of Ascendancy at 11:35 see stats
By Punchmaster the Dwarf Brawler level 50
42nd Dearth 124th year of Ascendancy at 21:27 see stats
By Punchmaster the Dwarf Brawler level 20
14th Loss 122nd year of Ascendancy at 21:34 see stats
By Punchmaster the Dwarf Brawler level 34
22nd Profit 123rd year of Ascendancy at 22:23 see stats
By Punchmaster the Dwarf Brawler level 31
16th Voratun 123rd year of Ascendancy at 09:25 see stats
By Punchmaster the Dwarf Brawler level 50
9th Loss 124th year of Ascendancy at 14:22 see stats
By Punchmaster the Dwarf Brawler level 43
4th Shortage 123rd year of Ascendancy at 06:11 see stats
By Punchmaster the Dwarf Brawler level 50
3rd Dearth 124th year of Ascendancy at 15:59 see stats
By Punchmaster the Dwarf Brawler level 20
3rd Loss 122nd year of Ascendancy at 13:23 see stats
By Punchmaster the Dwarf Brawler level 33
31st Voratun 123rd year of Ascendancy at 06:09 see stats
By Punchmaster the Dwarf Brawler level 50
28th Wealth 124th year of Ascendancy at 10:34 see stats
By Punchmaster the Dwarf Brawler level 50
22nd Wealth 124th year of Ascendancy at 20:11 see stats
By Punchmaster the Dwarf Brawler level 22
3rd Steel 123rd year of Ascendancy at 14:51 see stats
By Punchmaster the Dwarf Brawler level 48
21st Iron 124th year of Ascendancy at 07:45 see stats
By Punchmaster the Dwarf Brawler level 50
9th Voratun 125th year of Ascendancy at 19:08 see stats
By Punchmaster the Dwarf Brawler level 10
15th Wealth 122nd year of Ascendancy at 05:43 see stats
By Punchmaster the Dwarf Brawler level 20
2nd Loss 122nd year of Ascendancy at 17:25 see stats
By Punchmaster the Dwarf Brawler level 30
26th Stralite 123rd year of Ascendancy at 06:49 see stats
By Punchmaster the Dwarf Brawler level 40
7th Loss 123rd year of Ascendancy at 08:21 see stats
By Punchmaster the Dwarf Brawler level 50
9th Stralite 124th year of Ascendancy at 15:55 see stats
By Punchmaster the Dwarf Brawler level 33
17th Profit 123rd year of Ascendancy at 22:28 see stats
By Punchmaster the Dwarf Brawler level 50
15th Profit 124th year of Ascendancy at 03:47 see stats
By Punchmaster the Dwarf Brawler level 46
19th Iron 124th year of Ascendancy at 17:16 see stats
By Punchmaster the Dwarf Brawler level 41
23rd Loss 123rd year of Ascendancy at 07:01 see stats
By Punchmaster the Dwarf Brawler level 26
17th Stralite 123rd year of Ascendancy at 23:14 see stats
By Punchmaster the Dwarf Brawler level 49
2nd Stralite 124th year of Ascendancy at 15:23 see stats
By Punchmaster the Dwarf Brawler level 48
21st Iron 124th year of Ascendancy at 10:06 see stats
By Punchmaster the Dwarf Brawler level 33
27th Voratun 123rd year of Ascendancy at 09:09 see stats
By Punchmaster the Dwarf Brawler level 35
23rd Profit 123rd year of Ascendancy at 01:26 see stats
By Punchmaster the Dwarf Brawler level 5
19th Voratun 122nd year of Ascendancy at 10:19 see stats
By Punchmaster the Dwarf Brawler level 50
3rd Dearth 124th year of Ascendancy at 15:57 see stats
By Punchmaster the Dwarf Brawler level 30
26th Stralite 123rd year of Ascendancy at 18:48 see stats
By Punchmaster the Dwarf Brawler level 12
1st Dearth 122nd year of Ascendancy at 16:09 see stats
By Punchmaster the Dwarf Brawler level 39
6th Loss 123rd year of Ascendancy at 17:57 see stats
By Punchmaster the Dwarf Brawler level 31
18th Voratun 123rd year of Ascendancy at 08:05 see stats
By Punchmaster the Dwarf Brawler level 50
3rd Dearth 124th year of Ascendancy at 15:59 see stats
By Punchmaster the Dwarf Brawler level 50
10th Dearth 124th year of Ascendancy at 00:01 see stats
By Punchmaster the Dwarf Brawler level 49
13rd Steel 124th year of Ascendancy at 06:46 see stats
By Punchmaster the Dwarf Brawler level 27
20th Stralite 123rd year of Ascendancy at 10:51 see stats
By Punchmaster the Dwarf Brawler level 20
14th Loss 122nd year of Ascendancy at 21:34 see stats
By Punchmaster the Dwarf Brawler level 32
26th Voratun 123rd year of Ascendancy at 13:14 see stats
By Punchmaster the Dwarf Brawler level 30
14th Voratun 123rd year of Ascendancy at 16:43 see stats
Log
Crimson ooze is not dazed anymore.
Punchmaster performs a melee critical strike against Crimson ooze!
Punchmaster hits Crimson ooze for 365 physical, 363 physical (727 total damage).
Punchmaster killed Crimson ooze!
Talent Double Strike is ready to use.
Punchmaster throws two quick punches.
Punchmaster performs a melee critical strike against Manaworm!
Punchmaster performs a melee critical strike against Manaworm!
Punchmaster uses Set Up.
Punchmaster is moving defensively!
Punchmaster performs a melee critical strike against Manaworm!
Melee retaliation hits Punchmaster for (10 flat reduction), 0 arcane, (10 flat reduction), 0 arcane, (10 flat reduction), 0 arcane (0 total damage).
Punchmaster hits Manaworm for 675 physical, 436 physical, 34 darkness, 34 mind, 34 darkness, 34 mind, 696 physical (1942 total damage).
Punchmaster killed Manaworm!
Punchmaster is no longer attuned.
Talent Antimagic Shield is ready to use.
Talent Uppercut is ready to use.
Resting starts...
Talent Double Strike is ready to use.
Punchmaster regains balance.
Punchmaster isn't moving as defensively anymore.
Talent Flurry of Fists is ready to use.
Talent Axe Kick is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Punchmaster gains 5% of a turn from Ancestral Life.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).