












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Rogue |
Level / Exp | 50 / 1705% |
Size | medium |
Lifes / Deaths | Killed by herald of oblivion at level 35 on the 9th Flare 123rd year of Ascendancy at 15:49 / 1 |
Primary Stats
Strength | 113 (base 57) |
Dexterity | 106 (base 59) |
Constitution | 70 (base 29) |
Magic | 53 (base 8) |
Willpower | 44 (base 13) |
Cunning | 96 (base 59) |
Resources
Life | 1487/1487 |
Mana | 0/583 |
Stamina | 312/312 |
Healing Factor | 1.747279256512 |
Regeneration | 83.588113865664 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1998 |
Infravision | 10 |
See Stealth | 68.20776149494 |
See Invisible | 68.20776149494 |
Stealth | 77 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 170 |
Accuracy | 81 |
Crit Chance | 118% |
APR | 67 |
Speed | 0.91 |
Offense: Offhand
Damage | 141 |
Accuracy | 81 |
Crit Chance | 118% |
APR | 67 |
Speed | 0.91 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Blight | +25% |
Arcane | +16% |
Mind | +19% |
All | +7% |
Darkness | +62% |
Light | +19% |
Temporal | +26% |
Physical | +159% |
Fire | +16% |
Lightning | +13% |
Offense: Damage Penetration
Acid | +35% |
Blight | +51% |
Arcane | +44% |
Mind | +50% |
All | +25% |
Darkness | +45% |
Temporal | +38% |
Physical | +60% |
Cold | +35% |
Fire | +35% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 18 (53.292302510663%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 43 |
Mental Save | 52 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 67%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 60%( 70%) |
All | + 40%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 67%( 80%) |
Temporal | + 53%( 70%) |
Mind | + 44%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 58%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 676 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 151 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 Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 64 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 Willpower stat. |
Runes | Effective talent level: 2.5 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. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Premonition |
talent | Numbing Poison |
talent | Crippling Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 8.6 and stamina regeneration by 2.1. Soothing Darkness |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Parrying melee and ranged attacks: Has a 79% chance to deflect up to 36 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Saluseyanor the fire wyrm. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by vampire lord. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Arodamira the orc warrior. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Lisuldarin the stone troll. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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: 2866. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of focus 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 heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 16 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +10% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +31% darkness +53% physical +12% light +7% temporal Res.pen +10% cold On Hit (Melee): * 23% chance to slow global speed by 59% ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +34% physical +22% darkness +9% cold ---------- misc Max.hate +15.00 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 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str 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 torque charm [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Res.pen +20% mind Melee Ret 8 mind 10 physical ----- def ----- Defense +30 (+6 eff.) ---------- misc Hate/m.crit +5.00 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 13 cooldown 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +18 Str +20 Con dps ---------- Phys.pwr +23 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% lightning +6% temporal +6% blight +6% fire +9% cold Spell.save +9 (+3 eff.) HP.reg +7.00 Stun/Frz- +37% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +9 Dex dps ---------- Dmg.mod +3% blight +3% mind Res.pen +5% mind +5% fire Acc +12 (+2 eff.) Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +6% blight +9% fire Max.HP +98.00 HP.reg +24.00 Heal.mod +19% Stun/Frz- +42% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +25% lightning +6% mind Stun/Frz- +53% Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 148% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 mind On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Cun +7 Dex dps ---------- Phys.crit +28.0% Crit.mult +32.00% Phys.pwr +13 (+3 eff.) Mind.pwr +10 (+3 eff.) Phys.spd +10% Acc +16 (+3 eff.) Apr +15 On Hit (Melee): * 23% chance to reduce all saves and defense by 32 ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 147% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +8 fire On Hit: * 20% chance to slow global speed by 59% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +10 Dex +11 Mag +11 Wil +10 Cun +11 Con dps ---------- Phys.crit +28.0% Crit.mult +30.00% Dmg.mod +9% fire Res.pen +10% acid +5% fire +10% nature Apr +9 On Hit (Melee): * 10% chance to slow global speed by 59% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +6% Crit.mult +26.00% Spell.pwr +8 (+3 eff.) Dmg.mod +6% lightning +9% blight +9% arcane +6% acid Res.pen +26% blight +14% arcane ----- def ----- Defense +18 (+4 eff.) Resists +15% lightning +18% nature +18% blight Phys.save +14 (+5 eff.) HP.reg +8.00 Heal.mod +18% ---------- misc Max.mana +99.00 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/Psionic While equipped: Stats +12 Mag dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) S.pwr/crit +8 Dmg.mod +6% blight +12% temporal +24% darkness +89% physical Res.pen +5% arcane +13% temporal +20% darkness +35% physical ----- def ----- Resists +30% physical +15% all Anom.red +13 ---------- misc Max.mana +40.00 Max.hate +13.00 Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 3 turns and blocking 119 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 3 turns and blocking 88 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 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 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +12 Mag +8 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Crit.chn- 15.00% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +6 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +6% light Res.pen +5% light +10% lightning Melee Ret 4 light ----- def ----- Fatigue -13% Resists +12% lightning +19% light +12% darkness HP.reg +5.00 Blind- +39% ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Wil +4 Cun +6 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Defense +23 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) Confus- +26% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 136% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 light While equipped: Stats +5 Str +9 Mag dps ---------- Dmg.mod +12% darkness ----- def ----- Crit.chn- 10.00% Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +104 fire While equipped: Stats +9 Dex dps ---------- All.spd +16% Res.pen +15% physical +38% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature Power 154% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +13 Dex +10 Mag +28 Wil +12 Cun +28 Con ----- def ----- Max.HP +110.00 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Arcane Power 154% 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 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +35% Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 20 physical Dmg.mod +8% nature +20% physical Res.pen +16% physical ----- def ----- Resists +10% blight +20% physical Disease- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 cold While equipped: Stats +7 Dex dps ---------- Dmg.mod +21% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+16 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 100 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Ego+] 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 +20% Spell.pwr +23 (+8 eff.) Dmg.mod +30% temporal Phasing +30% ----- def ----- Defense +25 (+5 eff.) Shield.pwr +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Nature 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: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+9 eff.) Dmg.mod +30% temporal ----- def ----- HP.reg +2.00 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +35% One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 75 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 25 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% all ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Apr +13 ----- def ----- Armour +5 Fatigue +4% ---------- misc Stam/turn +1.30 Max.stam +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: Stats +12 Lck +8 Dex dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +5 Stealth +13 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +4 Str +8 Dex +4 Con +14 Lck ----- def ----- Armour +5 Stealth +15 Rush: Puts all charms on 13 cooldown Level 3.2 Pwr.cost 13 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +17 (+4 eff.) Spell.pwr +18 (+6 eff.) Mind.pwr +18 (+6 eff.) ----- def ----- Armour +5 Fatigue -8% Phys.save +12 (+4 eff.) ---------- misc Max.enc +42 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Res.pen +18% darkness +20% temporal ----- def ----- Armour +5 Fatigue -6% Resists +30% darkness +30% temporal Phys.save +15 (+5 eff.) Def/telep +23 Res/telep +20% Dur/telep +27% ---------- misc Max.enc +43 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 (+4 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% Dex, 40% Cun, 10% Mag 40% Str 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 5.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 124.42 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 3.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+8 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 15 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Shield.pwr +15% HP.reg +6.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +12 Str ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +3.00 Equi/ret +2.80 Skullcracker: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1497.6 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +11 Str +5 Wil +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+5 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +10% mind +20% light +20% darkness Mind.save +24 (+8 eff.) A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str dps ---------- Melee Ret 26 fire ----- def ----- Armour +10 Fatigue +8% Resists +20% fire +19% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (329) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +10% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 277.02 darkness damage (based on Mindpower and charge). Uses 5 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 20 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +7% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +7% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 162.05 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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. |
![]() 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 Activate a portal. Uses 5 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 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 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 [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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.
Achievements
By You've dropped your knife the Skeleton Rogue level 35
5th Flare 123rd year of Ascendancy at 17:46 see stats
By You've dropped your knife the Skeleton Rogue level 34
2nd Flare 123rd year of Ascendancy at 03:10 see stats
By You've dropped your knife the Skeleton Rogue level 39
29th Dusk 123rd year of Ascendancy at 12:45 see stats
By You've dropped your knife the Skeleton Rogue level 38
24th Dusk 123rd year of Ascendancy at 15:46 see stats
By You've dropped your knife the Skeleton Rogue level 12
18th Dusk 122nd year of Ascendancy at 19:51 see stats
By You've dropped your knife the Skeleton Rogue level 37
21st Dusk 123rd year of Ascendancy at 09:09 see stats
By You've dropped your knife the Skeleton Rogue level 31
7th Mirth 123rd year of Ascendancy at 16:55 see stats
By You've dropped your knife the Skeleton Rogue level 50
66th Regrowth 124th year of Ascendancy at 00:42 see stats
By You've dropped your knife the Skeleton Rogue level 22
76th Dusk 122nd year of Ascendancy at 12:51 see stats
By You've dropped your knife the Skeleton Rogue level 36
9th Dusk 123rd year of Ascendancy at 19:53 see stats
By You've dropped your knife the Skeleton Rogue level 29
52nd Pyre 123rd year of Ascendancy at 03:20 see stats
By You've dropped your knife the Skeleton Rogue level 50
12nd Regrowth 124th year of Ascendancy at 00:51 see stats
By You've dropped your knife the Skeleton Rogue level 25
11st Haze 122nd year of Ascendancy at 02:05 see stats
By You've dropped your knife the Skeleton Rogue level 43
20th Haze 123rd year of Ascendancy at 05:41 see stats
By You've dropped your knife the Skeleton Rogue level 10
7th Mirth 122nd year of Ascendancy at 20:27 see stats
By You've dropped your knife the Skeleton Rogue level 20
72nd Dusk 122nd year of Ascendancy at 12:46 see stats
By You've dropped your knife the Skeleton Rogue level 30
53rd Pyre 123rd year of Ascendancy at 11:19 see stats
By You've dropped your knife the Skeleton Rogue level 40
59th Dusk 123rd year of Ascendancy at 05:42 see stats
By You've dropped your knife the Skeleton Rogue level 50
2nd Wintertide 124th year of Ascendancy at 18:06 see stats
By You've dropped your knife the Skeleton Rogue level 50
8th Regrowth 124th year of Ascendancy at 20:52 see stats
By You've dropped your knife the Skeleton Rogue level 50
7th Regrowth 124th year of Ascendancy at 20:29 see stats
By You've dropped your knife the Skeleton Rogue level 26
42nd Haze 122nd year of Ascendancy at 06:53 see stats
By You've dropped your knife the Skeleton Rogue level 50
66th Regrowth 124th year of Ascendancy at 00:41 see stats
By You've dropped your knife the Skeleton Rogue level 46
72nd Haze 123rd year of Ascendancy at 00:08 see stats
By You've dropped your knife the Skeleton Rogue level 27
74th Haze 122nd year of Ascendancy at 06:47 see stats
By You've dropped your knife the Skeleton Rogue level 41
12nd Haze 123rd year of Ascendancy at 01:51 see stats
By You've dropped your knife the Skeleton Rogue level 29
1st Regrowth 123rd year of Ascendancy at 08:50 see stats
By You've dropped your knife the Skeleton Rogue level 37
21st Dusk 123rd year of Ascendancy at 14:53 see stats
By You've dropped your knife the Skeleton Rogue level 12
10th Mirth 122nd year of Ascendancy at 13:24 see stats
By You've dropped your knife the Skeleton Rogue level 50
8th Regrowth 124th year of Ascendancy at 18:23 see stats
By You've dropped your knife the Skeleton Rogue level 50
66th Regrowth 124th year of Ascendancy at 00:42 see stats
By You've dropped your knife the Skeleton Rogue level 50
7th Regrowth 124th year of Ascendancy at 20:29 see stats
By You've dropped your knife the Skeleton Rogue level 16
42nd Dusk 122nd year of Ascendancy at 23:37 see stats
By You've dropped your knife the Skeleton Rogue level 39
52nd Dusk 123rd year of Ascendancy at 06:36 see stats
By You've dropped your knife the Skeleton Rogue level 22
77th Dusk 122nd year of Ascendancy at 05:37 see stats
By You've dropped your knife the Skeleton Rogue level 14
38th Dusk 122nd year of Ascendancy at 07:21 see stats
By You've dropped your knife the Skeleton Rogue level 35
9th Flare 123rd year of Ascendancy at 15:49 see stats
By You've dropped your knife the Skeleton Rogue level 34
1st Flare 123rd year of Ascendancy at 05:06 see stats
Log
The shield around High Sun Paladin Aeryn crumbles.
You've dropped your knife picks up (q.): ethereal dragonbone starstaff of might (136% power, 6 apr, temporal element).
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
You've dropped your knife picks up (W.): soldier's voratun pickaxe (dig speed 12 turns).
Talent Dig is ready to use.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn receives 144 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 144 healing from High Sun Paladin Aeryn's healing light area effect.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 83 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You've dropped your knife picks up (I.): defender's voratun helm of knowledge (8 def, 14 armour).
You've dropped your knife picks up (c.): shatter afflictions rune (absorb 119; cd 16).
Ran for 11 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
You don't see how to get there...