












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. 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 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 50 / 6460% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 98 (base 23) |
Dexterity | 100 (base 29) |
Constitution | 95 (base 63) |
Magic | 244 (base 64) |
Willpower | 67 (base 15) |
Cunning | 172 (base 65) |
Resources
Life | 1419/1419 |
Mana | 537/537 |
Stamina | 350/350 |
Steam | 49/100 |
Healing Factor | 1.6312106582883 |
Regeneration | 8.0744927585271 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +28.56571854537% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 76.076500150247 |
See Invisible | 94.076500150247 |
Offense: Mainhand
Damage | 249 |
Accuracy | 75 |
Crit Chance | 117% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 75 |
Crit Chance | 142% |
APR | 70 |
Speed | 1.00 |
Offense: Spell
Spellpower | 134 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Blight | +19% |
Arcane | +53% |
Cold | +27% |
All | +7% |
Darkness | +27% |
Light | +16% |
Temporal | +42% |
Physical | +261% |
Fire | +55% |
Lightning | +41% |
Offense: Damage Penetration
Physical | +84% |
Temporal | +48% |
Blight | +29% |
Arcane | +24% |
All | 0% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 106.49889225695 (84.687909656376%) |
Defense | 81 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 80 |
Spell Save | 72 |
Mental Save | 66 |
Defense: Resistances
Acid | + 51%( 70%) |
Physical | + 70%( 70%) |
Cold | + 62%( 70%) |
All | + 40%( 70%) |
Darkness | + 52%( 70%) |
Temporal | + 64%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 60%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 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 2742 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 68% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1871% for 10 turns (1258 total) and instantly restoring 94 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 986% 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 Cunning stat. |
Class Talents
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Defensive Posture |
talent | Arcane Feed |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Combat |
talent | Shielding |
talent | Chant of Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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: 3839. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within | active |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +18% physical ----- def ----- Armour +3 Resists +9% fire +15% nature +18% cold Phys.save +15 (+3 eff.) Mind.save +18 (+4 eff.) Heal.mod +15% Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +6 Mag dps ---------- Crit.mult +15.00% Spell.pwr +34 (+5 eff.) S.pwr/crit +11 Dmg.mod +24% arcane Res.pen +29% blight Phasing +30% Melee Ret 6 cold ----- def ----- Spell.save +9 (+2 eff.) ---------- misc Vim/s.crit +2.29 Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Cun dps ---------- Mind.crit +5% Mind.pwr +8 (+2 eff.) Dmg.mod +20% darkness +40% physical Res.pen +20% temporal Melee Ret 2 temporal ----- def ----- Defense +3 (+0 eff.) Resists +37% physical +20% darkness +12% temporal Shield.pwr +13% Mind.save +15 (+4 eff.) HP.reg +4.70 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Str +6 Dex +4 Mag +2 Cun +4 Con dps ---------- Spell.pwr +20 (+3 eff.) S.pwr/crit +10 ---------- misc Vim/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 906 Base Damage: 404 Armor: 36 All Resist: 28 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +4 Wil +6 Cun dps ---------- Spell.pwr +41 (+6 eff.) S.pwr/crit +10 Dmg.mod +6% temporal Melee Ret 4 arcane 10 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +15 Cun +7 Mag dps ---------- Crit.mult +26.00% Phys.pwr +39 (+5 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +25 (+6 eff.) Dmg.mod +24% physical ----- def ----- Defense +39 (+8 eff.) Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.16 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Crit.mult +34.00% Spell.pwr +10 (+1 eff.) S.pwr/crit +5 Dmg.mod +9% blight +9% fire Res.pen +5% nature +15% temporal Acc +9 (+2 eff.) Apr +14 ----- def ----- Resists +15% temporal ---------- misc Mana/turn +0.28 Max.mana +45.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +1 Wil +4 Cun dps ---------- Phys.crit +9.0% Spell.crit +18% Crit.mult +52.00% Phys.pwr +15 (+2 eff.) Spell.pwr +32 (+4 eff.) Melee+ 35 fire Dmg.mod +9% light +30% physical Acc +15 (+4 eff.) ---------- misc Mana/turn +5.00 See.Invis +18 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +9 Mag +9 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Crit.mult +13.00% Phys.pwr +6 (+0 eff.) S.pwr/crit +10 Dmg.mod +3% blight +24% physical +9% arcane Res.pen +10% arcane +17% physical ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +29 Crit +30.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +8 lightning While equipped: Stats +13 Str +12 Dex +21 Mag +17 Wil +12 Cun +11 Con dps ---------- Phys.crit +12.0% Crit.mult +35.00% Spell.pwr +15 (+2 eff.) Dmg.mod +15% lightning Apr +14 ----- def ----- Resists +21% lightning +6% fire Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +13% Crit.mult +52.00% Spell.pwr +7 (+1 eff.) Dmg.mod +13% arcane Res.pen +14% arcane +5% temporal Acc +15 (+4 eff.) Apr +13 On Hit (Melee): * 20% chance to slow global speed by 66% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +30% lightning +12% temporal Stealth +8 Stun/Frz- +50% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +78.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +10 Str +10 Dex +20 Mag +10 Wil +10 Cun +12 Con dps ---------- Dmg.mod +24% acid +93% physical +20% cold +29% temporal +20% fire Res.pen +13% physical +8% temporal Acc +10 (+2 eff.) ----- def ----- Resists +18% acid +48% physical +18% fire +18% cold +15% all Anom.red +16 ---------- misc Stam/turn +3.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 4 turns and blocking 278 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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 T3 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +11 Mag +6 Wil +5 Cun dps ---------- Spell.crit +3% Spell.pwr +37 (+5 eff.) Dmg.mod +12% blight +16% physical Res.pen +5% darkness Melee Ret 6 blight ----- def ----- Resists +9% darkness +16% physical Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 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. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.5 Pwr.cost 34 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 47.44 acid and 43.09 blight damage. If not cleared after five turns it will inflict 244.66 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 3.0 T4 longsword 1H weapon [Rare] Nature Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +17 nature On Hit.r1 +24 nature On Hit: * 25% chance to reduce damage dealt by 30% While equipped: Stats +4 Wil dps ---------- Mind.pwr +37 (+9 eff.) Res.pen +30% mind Melee Ret 8 mind ----- def ----- Resists +18% darkness ---------- misc Equi/ret +0.28 Hate/m.crit +4.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature On Hit.r1 +39 fire On Hit: * 25% chance to reduce damage dealt by 30% While equipped: Stats +5 Dex dps ---------- Dmg.mod +30% nature ----- def ----- Resists +18% fire ---------- misc Light +4 See.Invis +9 Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+3 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +9 Dmg.mod +36% blight +19% cold +19% nature +30% fire Res.pen +19% nature Melee Ret 12 nature On Hit (Melee): * 25% chance to reduce armor by 58% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +12 Dex +7 Wil +5 Cun +12 Con +15 Lck dps ---------- Mind.pwr +9 (+2 eff.) S.pwr/crit +4 Dmg.mod +24% arcane Res.pen +10% physical Melee Ret 4 arcane ----- def ----- Armour +5 Stealth +9 ---------- misc Infravis +4 Disengage: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Mag +5 Wil +9 Cun +5 Con dps ---------- Spell.pwr +9 (+1 eff.) Dmg.mod +15% lightning +9% blight +9% acid Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 58% ----- def ----- Armour +5 Resists +15% lightning Phys.save +35 (+7 eff.) Spell.save +11 (+2 eff.) Mind.save +33 (+8 eff.) Disease- +44% A pair of boots made of leather. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 149% Range: 1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 8.2 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 571.59 physical damage in a radius of 5 each turn for 10 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +5 Wil +7 Con dps ---------- Spell.pwr +30 (+4 eff.) Dmg.mod +6% arcane +24% lightning Res.pen +25% blight ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +20 (+3 eff.) S.pwr/crit +14 Dmg.mod +20% light Res.pen +34% acid +34% fire +34% arcane Melee Ret 10 acid ----- def ----- Defense +3 (+0 eff.) Resists +30% light ---------- misc Mana/turn +0.20 Max.vim +30.00 A pointy cloth hat, very wizardly... |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 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 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 6, doing 95.78 cold damage and 272.55 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 914 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +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. |
![]() 0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+1 eff.) Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 307/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1258.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: ---------- misc Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +5 Hardiness +20% Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +13 Str +15 Mag dps ---------- Dmg.mod +12% blight Phasing +39% ----- def ----- Crit.chn- 19.73% ---------- misc Mana/turn +0.24 Max.mana +80.00 Light +4 Create a shield absorbing up to 1163 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 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. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Crit.mult +20.00% Dmg.mod +18% arcane ----- def ----- Resists +6% light ---------- misc Wards +6 lightning +5 cold +6 nature +4 fire Talents +1 Ward Create a shield absorbing up to 1163 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to increase all damage by 30% for 2 turns. 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 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 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 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: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +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 Daricus the Cornac Arcane Blade level 40
30th Dusk 123rd year of Ascendancy at 13:23 see stats
By Daricus the Cornac Arcane Blade level 42
37th Dusk 123rd year of Ascendancy at 06:08 see stats
By Daricus the Cornac Arcane Blade level 37
75th Pyre 123rd year of Ascendancy at 10:48 see stats
By Daricus the Cornac Arcane Blade level 42
35th Dusk 123rd year of Ascendancy at 11:18 see stats
By Daricus the Cornac Arcane Blade level 37
3rd Mirth 123rd year of Ascendancy at 10:17 see stats
By Daricus the Cornac Arcane Blade level 47
46th Pyre 124th year of Ascendancy at 11:50 see stats
By Daricus the Cornac Arcane Blade level 50
32nd Dusk 124th year of Ascendancy at 17:25 see stats
By Daricus the Cornac Arcane Blade level 50
79th Pyre 125th year of Ascendancy at 04:39 see stats
By Daricus the Cornac Arcane Blade level 50
54th Haze 124th year of Ascendancy at 14:07 see stats
By Daricus the Cornac Arcane Blade level 50
35th Regrowth 125th year of Ascendancy at 15:13 see stats
By Daricus the Cornac Arcane Blade level 45
40th Pyre 124th year of Ascendancy at 21:33 see stats
By Daricus the Cornac Arcane Blade level 50
33rd Pyre 125th year of Ascendancy at 18:40 see stats
By Daricus the Cornac Arcane Blade level 50
4th Haze 125th year of Ascendancy at 20:08 see stats
By Daricus the Cornac Arcane Blade level 50
16th Regrowth 125th year of Ascendancy at 11:27 see stats
By Daricus the Cornac Arcane Blade level 48
53rd Pyre 124th year of Ascendancy at 07:05 see stats
By Daricus the Cornac Arcane Blade level 44
64th Dusk 123rd year of Ascendancy at 07:50 see stats
By Daricus the Cornac Arcane Blade level 50
34th Regrowth 125th year of Ascendancy at 04:23 see stats
By Daricus the Cornac Arcane Blade level 32
30th Regrowth 123rd year of Ascendancy at 20:13 see stats
By Daricus the Cornac Arcane Blade level 27
10th Regrowth 123rd year of Ascendancy at 01:32 see stats
By Daricus the Cornac Arcane Blade level 50
1st Dusk 125th year of Ascendancy at 00:01 see stats
By Daricus the Cornac Arcane Blade level 50
50th Pyre 125th year of Ascendancy at 00:05 see stats
By Daricus the Cornac Arcane Blade level 23
7th Allure 123rd year of Ascendancy at 00:40 see stats
By Daricus the Cornac Arcane Blade level 34
41st Regrowth 123rd year of Ascendancy at 12:48 see stats
By Daricus the Cornac Arcane Blade level 49
53rd Pyre 124th year of Ascendancy at 17:42 see stats
By Daricus the Cornac Arcane Blade level 50
30th Pyre 125th year of Ascendancy at 01:47 see stats
By Daricus the Cornac Arcane Blade level 49
53rd Pyre 124th year of Ascendancy at 19:39 see stats
By Daricus the Cornac Arcane Blade level 50
46th Regrowth 125th year of Ascendancy at 17:51 see stats
By Daricus the Cornac Arcane Blade level 42
58th Dusk 123rd year of Ascendancy at 15:58 see stats
By Daricus the Cornac Arcane Blade level 37
75th Pyre 123rd year of Ascendancy at 11:28 see stats
By Daricus the Cornac Arcane Blade level 50
33rd Dusk 124th year of Ascendancy at 03:50 see stats
By Daricus the Cornac Arcane Blade level 10
37th Haze 122nd year of Ascendancy at 22:17 see stats
By Daricus the Cornac Arcane Blade level 20
2nd Decay 122nd year of Ascendancy at 09:54 see stats
By Daricus the Cornac Arcane Blade level 30
22nd Regrowth 123rd year of Ascendancy at 16:03 see stats
By Daricus the Cornac Arcane Blade level 40
27th Dusk 123rd year of Ascendancy at 05:23 see stats
By Daricus the Cornac Arcane Blade level 50
31st Dusk 124th year of Ascendancy at 13:18 see stats
By Daricus the Cornac Arcane Blade level 50
7th Haze 125th year of Ascendancy at 01:35 see stats
By Daricus the Cornac Arcane Blade level 50
5th Dusk 125th year of Ascendancy at 13:00 see stats
By Daricus the Cornac Arcane Blade level 50
17th Regrowth 125th year of Ascendancy at 14:49 see stats
By Daricus the Cornac Arcane Blade level 50
39th Haze 124th year of Ascendancy at 23:45 see stats
By Daricus the Cornac Arcane Blade level 35
18th Pyre 123rd year of Ascendancy at 02:46 see stats
By Daricus the Cornac Arcane Blade level 50
9th Allure 125th year of Ascendancy at 09:36 see stats
By Daricus the Cornac Arcane Blade level 50
5th Dusk 125th year of Ascendancy at 12:51 see stats
By Daricus the Cornac Arcane Blade level 50
29th Haze 124th year of Ascendancy at 05:13 see stats
By Daricus the Cornac Arcane Blade level 36
72nd Pyre 123rd year of Ascendancy at 16:36 see stats
By Daricus the Cornac Arcane Blade level 24
8th Allure 123rd year of Ascendancy at 21:36 see stats
By Daricus the Cornac Arcane Blade level 44
27th Pyre 124th year of Ascendancy at 07:27 see stats
By Daricus the Cornac Arcane Blade level 50
50th Pyre 125th year of Ascendancy at 00:03 see stats
By Daricus the Cornac Arcane Blade level 8
31st Haze 122nd year of Ascendancy at 23:37 see stats
By Daricus the Cornac Arcane Blade level 37
75th Pyre 123rd year of Ascendancy at 10:48 see stats
By Daricus the Cornac Arcane Blade level 50
29th Haze 124th year of Ascendancy at 05:13 see stats
By Daricus the Cornac Arcane Blade level 29
19th Regrowth 123rd year of Ascendancy at 02:36 see stats
By Daricus the Cornac Arcane Blade level 50
50th Pyre 125th year of Ascendancy at 00:05 see stats
By Daricus the Cornac Arcane Blade level 47
45th Pyre 124th year of Ascendancy at 22:22 see stats
By Daricus the Cornac Arcane Blade level 7
34th Dusk 122nd year of Ascendancy at 10:44 see stats
By Daricus the Cornac Arcane Blade level 50
7th Allure 125th year of Ascendancy at 21:25 see stats
By Daricus the Cornac Arcane Blade level 50
51st Dusk 124th year of Ascendancy at 05:37 see stats
By Daricus the Cornac Arcane Blade level 50
10th Decay 124th year of Ascendancy at 21:59 see stats
By Daricus the Cornac Arcane Blade level 22
1st Allure 123rd year of Ascendancy at 00:09 see stats
By Daricus the Cornac Arcane Blade level 14
53rd Haze 122nd year of Ascendancy at 10:01 see stats
By Daricus the Cornac Arcane Blade level 41
34th Dusk 123rd year of Ascendancy at 17:28 see stats
By Daricus the Cornac Arcane Blade level 37
9th Flare 123rd year of Ascendancy at 20:48 see stats
By Daricus the Cornac Arcane Blade level 50
32nd Regrowth 125th year of Ascendancy at 15:21 see stats
Log
Lore found: demon statue: daelach
Lore found: gravestone
Lore found: hypostasis of entropy
Lore found: demon statue: Kryl-Feijan
Lore found: Lost Memories (2)
Lore found: demon statue: forge giant
Lore found: arrrrrrghhhhhh
Lore found: fifth mural painting
Lore found: gravestone
Lore found: Lessons of Inevitability - Unravel Existence
Lore found: gravestone
Lore found: strange picture
Lore found: gravestone
Lore found: orbital base: battle info
Lore found: Forbidden Tome: "A View From The Gallery"
Lore found: gravestone
Lore found: gravestone
Lore found: gravestone
Lore found: fifth mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: third mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: second mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: fourth mural painting
You can read all your collected lore in the game menu, by pressing Escape.