









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Semi-Roguelike Mode 1.7.0Adds new "Semi-Roguelike" permadeath modes that give extra lives later in the game than Adventure mode, and a new achievement "Honorary Roguelike Win" for winning the game in a Semi-Roguelike (or Adventure) mode without dying. The new permadeath modes give extra lives on completion of certain game events, as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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 | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 1790% |
Size | medium |
Lifes / Deaths | Killed by Silegakira the gigantic corrosive tunneler at level 19 on the 10th Haze 122nd year of Ascendancy at 06:24 3 / 7Killed by Xeruba the snow giant at level 30 on the 1st Mirth 123rd year of Ascendancy at 23:53 Killed by corrupted elder vampire at level 33 on the 30th Dusk 123rd year of Ascendancy at 02:28 Killed by Aeruta the orc pyromancer at level 50 on the 65th Haze 124th year of Ascendancy at 08:17 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 80th Haze 124th year of Ascendancy at 06:00 Killed by shadow at level 50 on the 80th Haze 124th year of Ascendancy at 06:35 Killed by 002 at level 50 on the 80th Haze 124th year of Ascendancy at 07:29 |
Primary Stats
Strength | 37 (base 20) |
Dexterity | 51 (base 20) |
Constitution | 120 (base 51) |
Magic | 148 (base 60) |
Willpower | 107 (base 60) |
Cunning | 83 (base 31) |
Resources
Life | 918/918 |
Mana | 964/964 |
Positive | 208/208 |
Soul | 13/14 |
Healing Factor | 1.5697107751836 |
Regeneration | 50.62317249967 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 41.649325461976 |
See Invisible | 41.649325461976 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 89 |
Accuracy | 40 |
Crit Chance | 36% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Blight | +18% |
Arcane | +33% |
Cold | +26% |
All | +12% |
Darkness | +61% |
Physical | +16% |
Temporal | +24% |
Lightning | +16% |
Mind | +30% |
Fire | +55% |
Nature | +27% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +10% |
Mind | +10% |
All | 0% |
Lightning | +30% |
Physical | +6% |
Cold | +57% |
Fire | +40% |
Darkness | +47% |
Defense: Base
Armour (hardiness) | 111.98059471343 (45.65183292883%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 6 |
Physical Save | 71 |
Spell Save | 97 |
Mental Save | 82 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 70%( 70%) |
All | + 27%( 70%) |
Lightning | + 70%( 70%) |
Light | + 32%( 70%) |
Physical | + 52%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 88% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 56% |
Bleed Resistance | 100% |
Teleport Resistance | 53% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 840 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 225 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 47% all resistance, you move 57% faster, and you are invisible (power 41). Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.54 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Master of bones | 1.54 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Chant of Resistance |
talent | Aura of Undeath |
talent | Defensive Posture |
talent | Erupting Shadows |
talent | Doomed For Eternity |
talent | Eternal Night |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff and tried to steal it from you. You told them nothing and vanquished them. You have advised the elders in Last Hope of these events. | 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 1461. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have taken some orbs of command from the leaders of the Orc Prides. Apparently they are 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. * You have used the Orb of Destruction on an orb pedestal (destruction). * You have used the Orb of Undeath on an orb pedestal (undeath). * You have used the Dragon Orb on an orb pedestal (dragon). * You have used the Elemental Orb on an orb pedestal (elements). You have used all four Orbs of Command. The loud sound you heard from ahead suggests that the shield is down and the way to the High Peak is open. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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* He will need a Blood-Runed Athame and a Resonating Diamond to do this; he suggests looking for them in the Vor Armory to the northeast of the Gates of Morning, and tells you of a back entrance. * You have found a Blood-Runed Athame in the Vor Armory, and a Resonating Diamond in Briagh's lair. * The portal is now functional and can be used to go back, although, like all portals, it is one-way only. | 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. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Con +3, Wil +3 offense ------ Mindpower +5 (+2 eff.) Damage +9% darkness Ignore resists +10% blight, +6% physical When Hit 8 blight defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +25% Stun Resist +28% other ------- Stamina/turn +0.60 Max stamina +21.00 Blindside: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats Con +12 offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 35 defense ------ Resistance +32% blight, +1% physical +6% arcane, +6% mind Unlife -20.00 life Life Regen +32.00 Knockbk Resist +20% other ------- Light +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats Wil +10, Con +10 defense ------ Armor +15 Fatigue +5% Resistance +20% darkness, +20% blight Physical save +5 (+2 eff.) Spell save +5 (+1 eff.) Mind save +5 (+1 eff.) other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 710 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning, +4% physical +4% cold, +4% fire +15% arcane, +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.4 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 299.44 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Dex +10, Cun +10, Con +10 offense ------ Damage +20% acid, +18% mind Ignore resists +10% mind Accuracy +13 (+4 eff.) When Hit 6 arcane, 2 lightning defense ------ Resistance +70% acid, +29% fire, +3% mind +30% cold, +6% arcane +30% lightning Physical save +20 (+5 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats Wil +11, Mag +21 offense ------ Physical Crit +6.0% Spell Crit +6% Critical power +14.00% Physical Power +4 (+2 eff.) Damage +15% nature Ignore resists +30% lightning When Hit 2 nature defense ------ Resistance +21% nature Anomaly Control +18 Life +121.00 other ------- Mana/turn +0.41 Max mana +137.00 Max stamina +54.00 Max hate +20.00 Max psi +40.00 Max vim +40.00 Max positive +31.00 Max negative +40.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +6, Cun +9, Con +6 offense ------ Spell Crit +5% Critical power +24.00% Spellpower +15 (+3 eff.) Damage +3% blight, +18% fire +30% darkness Ignore resists +10% fire When Hit 4 fire defense ------ Resistance +15% darkness, +12% fire other ------- Mana/turn +0.28 Negative/turn +0.20 Vim-on-crit +6.00 Max mana +79.00 Max vim +36.00 Max negative +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats Mag +4, Cun +5, Con +12 defense ------ Armor +18 Hardiness +10% Resistance +5% physical, +7% light +8% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 turn cooldown Effective talent level: 1.0 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 139.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats Dex +10 offense ------ Move Speed +20% On-Hit 8 fire On-Ranged-Hit 10 fire Damage +21% fire Ignore resists +30% fire, +10% cold defense ------ Armor +23 Defense +32 (+8 eff.) Fatigue +8% Resistance +95% fire, +28% physical A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats Str +3, Mag +4, Wil +6, Con +3 offense ------ Spell Crit +8% Spellpower/crit +6 Damage +3% blight, +12% temporal +6% arcane defense ------ Armor +12 Defense +3 (+1 eff.) Resistance +30% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +12 (+3 eff.) Spell save +16 (+3 eff.) Mind save +14 (+3 eff.) other ------- Masteries +0.24 Spell/Age of dusk +0.24 Spell/Master of bones Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 light, 3 blight, 5 fire, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 716.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 8 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 175 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 178 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Con +9, Mag +5 offense ------ Spellpower/crit +6 Damage +9% mind, +6% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Armor +8 Defense +9 (+2 eff.) Resistance +3% acid, +6% temporal +3% mind Max Resistance +6% all Physical save +23 (+6 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.60 Max mana +53.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 286 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +18% physical Ignore resists +15% cold defense ------ Armor +8 Resistance +12% acid, +22% mind +15% light Confus Resist +42% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Con +3 offense ------ Damage +9% darkness, +6% cold Ignore resists +25% darkness, +25% light When Hit 10 light On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Physical save +8 (+2 eff.) Life +37.00 Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Dex +5, Cun +5, Con +5 offense ------ Physical Crit +3.0% Move Speed +10% Damage +9% blight Ignore resists +5% fire defense ------ Fatigue -7% Resistance +3% blight, +2% physical +6% fire Physical save +12 (+3 eff.) Unlife -40.00 life Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Str +2, Con +2 offense ------ Ignore resists +10% physical Ignore Armor +2 defense ------ Resistance +3% physical, +13% light +13% darkness Physical save +9 (+3 eff.) Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats Cun +4 offense ------ Critical power +20.00% Ignore resists +20% darkness, +20% mind When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Healmod +28% Cut Resist +80% Heal: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 303 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +3 offense ------ Mind Crit +3% Damage +6% light, +6% mind Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 34 other ------- EQ when Hit +0.04 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (181). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Disrupt While equipped: defense ------ Resistance +22% nature, +21% blight Healmod +28% Poison Resist +43% Disease Resist +48% Cut Resist +70% Heal: Puts all charms on 21 turn cooldown Effective talent level: 3.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +18% fire, +16% cold Blind Resist +30% other ------- Infravision +7 Sight +2 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats Mag +3 defense ------ Physical save +12 (+3 eff.) Spell save +13 (+3 eff.) Mind save +10 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats Mag +4, Wil +10, Con +16 offense ------ Damage +18% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats Dex +4, Cun +5, Con +9 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Spell Crit +4% Damage +14% fire Ignore resists +25% light, +10% arcane When Hit 4 light defense ------ Resistance +28% fire other ------- Mana/turn +0.32 Mana-on-crit +2.00 Vim-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +10, Mag +8, Cun +8 offense ------ Spellpower/crit +10 Damage +9% light, +6% blight Accuracy +12 (+4 eff.) defense ------ Resistance +6% light Spell save +16 (+3 eff.) Blind Resist +36% other ------- Light +3 Infravision +5 See Stealth +20 See Invisibility +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal, +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 130.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 20 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats Wil +8 offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+4 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+2 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 30 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.05 cold and 23.93 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: defense ------ Resistance +9% acid, +12% temporal +3% blight, +12% fire +9% nature Spell save +9 (+2 eff.) Life +50.00 Blind Resist +20% Disarm Resist +45% Pinning Resist +50% Knockbk Resist +49% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +5, Wil +5, Cun +1 offense ------ Spellpower +5 (+1 eff.) On-Hit 6 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats Dex +3, Mag +3 offense ------ On-Hit 11 light On-Ranged-Hit 20 light Damage +11% light Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Stun Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +20 (+7 eff.) Spellpower +18 (+3 eff.) Mindpower +20 (+6 eff.) Damage +20% darkness, +7% all defense ------ Resistance +40% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +3 offense ------ Damage +11% lightning defense ------ Defense +6 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats Con +2 defense ------ Spell save +13 (+3 eff.) Life +66.00 Life Regen +7.00 Healmod +15% other ------- Max stamina +21.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Ignore resists +15% physical Accuracy +15 (+5 eff.) defense ------ Resistance +12% blight, +9% temporal Mind save +13 (+2 eff.) Poison Resist +10% Disease Resist +20% Confus Resist +50% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +3 offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Life +20.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats Wil +7, Mag +8 offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane, +15% darkness defense ------ Defense +10 (+3 eff.) Resistance +12% arcane, +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.2 Power cost 17 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 169.26 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: defense ------ Defense +18 (+5 eff.) Resistance +5% arcane, +5% physical Physical save +15 (+4 eff.) Mind save +12 (+2 eff.) Unlife -60.00 life Life +100.00 Blind Resist +20% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +5, Wil +4, Cun +3 offense ------ Physical Power +10 (+4 eff.) Spellpower +30 (+6 eff.) defense ------ Defense +6 (+2 eff.) Resistance +15% all Spell save +25 (+5 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+4 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature, +11% all Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +10, Wil +8, Cun +6 offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning, +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats Mag +8, Wil +8 offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire, +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 15 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 215.92 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +11, Wil +6 offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% physical, +9% light +17% cold, +6% darkness +14% fire Physical save +8 (+2 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats Cun +9, Wil +8 offense ------ Mind Crit +12% Mindpower +8 (+3 eff.) Damage +20% darkness, +40% physical Ignore resists +10% lightning defense ------ Defense +3 (+1 eff.) Resistance +3% cold, +40% physical +7% darkness, +6% arcane Spell save +9 (+2 eff.) Mind save +30 (+6 eff.) Blind Resist +24% Poison Resist +24% Knockbk Resist +24% other ------- Max hate +10.00 Hateful Whisper: Puts all charms on 9 turn cooldown Effective talent level: 4.0 Power cost 9 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 246 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Str +2, Mag +4 offense ------ Physical Power +10 (+4 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- 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. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats Str +6, Wil +6, Cun +4 Lck +10 defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning, +20% physical +20% fire, +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 45 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 49.83 cold damage and 45.77 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight, +9% darkness other ------- Light +8 Infravision +5 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 turn cooldown Effective talent level: 1.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 43 blight damage or heals 54 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1005.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Wil +3 offense ------ Mindpower +25 (+7 eff.) Damage +12% darkness Ignore resists +25% darkness When Hit 4 mind defense ------ Resistance +5% arcane Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 351 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness, +12% temporal When Hit 16 void defense ------ Resistance +10% darkness, +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 307.52 temporal and 399.95 darkness damage (based on Magic). Uses 12 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By 002 the Cornac Necromancer level 36
40th Dusk 123rd year of Ascendancy at 23:26 see stats
By 002 the Lich Necromancer level 50
1st Decay 124th year of Ascendancy at 01:27 see stats
By 002 the Cornac Necromancer level 35
39th Dusk 123rd year of Ascendancy at 04:25 see stats
By 002 the Cornac Necromancer level 36
1st Time of Equilibrium 123rd year of Ascendancy at 18:22 see stats
By 002 the Cornac Necromancer level 44
16th Pyre 124th year of Ascendancy at 03:36 see stats
By 002 the Cornac Necromancer level 40
41st Haze 123rd year of Ascendancy at 23:25 see stats
By 002 the Cornac Necromancer level 36
79th Dusk 123rd year of Ascendancy at 14:05 see stats
By 002 the Cornac Necromancer level 37
10th Haze 123rd year of Ascendancy at 16:37 see stats
By 002 the Cornac Necromancer level 10
11st Dusk 122nd year of Ascendancy at 17:36 see stats
By 002 the Cornac Necromancer level 42
2nd Pyre 124th year of Ascendancy at 17:46 see stats
By 002 the Cornac Necromancer level 39
36th Haze 123rd year of Ascendancy at 07:15 see stats
By 002 the Cornac Necromancer level 37
16th Haze 123rd year of Ascendancy at 06:22 see stats
By 002 the Lich Necromancer level 50
39th Regrowth 125th year of Ascendancy at 09:15 see stats
By 002 the Cornac Necromancer level 21
63rd Haze 122nd year of Ascendancy at 03:59 see stats
By 002 the Cornac Necromancer level 37
20th Haze 123rd year of Ascendancy at 23:46 see stats
By 002 the Cornac Necromancer level 32
29th Dusk 123rd year of Ascendancy at 08:04 see stats
By 002 the Lich Necromancer level 50
10th Regrowth 125th year of Ascendancy at 01:22 see stats
By 002 the Cornac Necromancer level 43
2nd Pyre 124th year of Ascendancy at 23:44 see stats
By 002 the Cornac Necromancer level 32
28th Dusk 123rd year of Ascendancy at 23:03 see stats
By 002 the Cornac Necromancer level 27
44th Regrowth 123rd year of Ascendancy at 20:09 see stats
By 002 the Cornac Necromancer level 48
76th Dusk 124th year of Ascendancy at 09:09 see stats
By 002 the Cornac Necromancer level 30
10th Mirth 123rd year of Ascendancy at 14:46 see stats
By 002 the Cornac Necromancer level 10
11st Dusk 122nd year of Ascendancy at 17:34 see stats
By 002 the Cornac Necromancer level 20
12nd Haze 122nd year of Ascendancy at 07:48 see stats
By 002 the Cornac Necromancer level 30
1st Mirth 123rd year of Ascendancy at 11:01 see stats
By 002 the Cornac Necromancer level 40
36th Haze 123rd year of Ascendancy at 07:15 see stats
By 002 the Cornac Necromancer level 50
11st Haze 124th year of Ascendancy at 03:30 see stats
By 002 the Lich Necromancer level 50
65th Haze 124th year of Ascendancy at 08:17 see stats
By 002 the Lich Necromancer level 50
80th Haze 124th year of Ascendancy at 11:03 see stats
By 002 the Cornac Necromancer level 50
14th Haze 124th year of Ascendancy at 13:11 see stats
By 002 the Cornac Necromancer level 26
5th Decay 122nd year of Ascendancy at 07:56 see stats
By 002 the Cornac Necromancer level 50
11st Haze 124th year of Ascendancy at 13:20 see stats
By 002 the Cornac Necromancer level 19
12nd Haze 122nd year of Ascendancy at 06:12 see stats
By 002 the Cornac Necromancer level 40
36th Haze 123rd year of Ascendancy at 10:07 see stats
By 002 the Lich Necromancer level 50
39th Regrowth 125th year of Ascendancy at 09:13 see stats
By 002 the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 00:52 see stats
By 002 the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 03:01 see stats
By 002 the Cornac Necromancer level 49
78th Dusk 124th year of Ascendancy at 02:07 see stats
By 002 the Cornac Necromancer level 36
66th Dusk 123rd year of Ascendancy at 15:01 see stats
By 002 the Lich Necromancer level 50
39th Regrowth 125th year of Ascendancy at 09:15 see stats
By 002 the Cornac Necromancer level 9
5th Mirth 122nd year of Ascendancy at 19:23 see stats
By 002 the Cornac Necromancer level 44
32nd Pyre 124th year of Ascendancy at 14:14 see stats
By 002 the Cornac Necromancer level 29
55th Regrowth 123rd year of Ascendancy at 15:21 see stats
By 002 the Cornac Necromancer level 21
63rd Haze 122nd year of Ascendancy at 23:39 see stats
By 002 the Cornac Necromancer level 35
38th Dusk 123rd year of Ascendancy at 12:40 see stats
Log
Today is the 65th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Talent Rain of Bears is ready to use.
Today is the 66th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:30.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 67th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Ran for 69 turns (stop reason: at exit).
Today is the 68th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 69th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:30.
Today is the 70th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
Today is the 71st Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 72nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 73rd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Shadow activates Bone Shield.
Saving done.