













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 50 / 1367% |
Size | medium |
Lifes / Deaths | Killed by Bolanasi the halfling at level 14 on the 3rd Dearth 122nd year of Ascendancy at 18:02 4 / 4Killed by elven blood mage at level 25 on the 36th Stralite 123rd year of Ascendancy at 12:39 Killed by Mindworm at level 28 on the 2nd Acquisition 123rd year of Ascendancy at 05:50 Killed by StreetAnorithil1 at level 50 on the 11st Steel 125th year of Ascendancy at 23:03 |
Primary Stats
Strength | 35 (base 12) |
Dexterity | 37 (base 33) |
Constitution | 89 (base 60) |
Magic | 129 (base 65) |
Willpower | 56 (base 11) |
Cunning | 80 (base 64) |
Resources
Life | 1656/1656 |
Mana | 683/683 |
Negative | 110/197 |
Positive | 30/197 |
Healing Factor | 1.6478604441647 |
Regeneration | 28.425592661841 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 57 |
Accuracy | 25 |
Crit Chance | 26% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 78 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Physical | +23% |
Darkness | +68% |
Light | +79% |
Temporal | +20% |
Fire | +2% |
Arcane | +16% |
Mind | +8% |
All | +2% |
Offense: Damage Penetration
Darkness | +73% |
Light | +55% |
Temporal | +35% |
Physical | +58% |
Arcane | +49% |
Acid | +70% |
All | +25% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 60 |
Mental Save | 59 |
Defense: Resistances
Darkness | + 61%( 70%) |
Light | + 51%( 70%) |
Temporal | + 33%( 70%) |
Fire | + 27%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Silence Resistance | 38% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 745 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 6 times. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 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 923% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 magical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the 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 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Isinn the large white snake. Escort: lost defiler (level 3 of Norgos Lair) | failed |
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 failed to protect the lost sun paladin from death by StreetAnorithil1's Temporal Clone. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by multi-hued crystal. Escort: worried loremaster (level 4 of Old Forest) | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 929. | 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 Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 foundations without your aid. | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +8 Wil +4 Cun +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Res.pen +15% light +8% physical ----- def ----- Armour +10 Fatigue +4% Resists +12% light Phys.save +9 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +2 Infravis +2 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 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 +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 120, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 403.20 darkness damage (based on Mindpower and charge). Uses 10 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. |
On head | ![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% darkness +10% temporal +12% light +9% physical ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil +6 Cun dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 15 light Ranged+ 26 light Dmg.mod +16% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Str +8 Con dps ---------- Phys.pwr +9 (+4 eff.) ----- def ----- Max.HP +66.00 HP.reg +13.00 Heal.mod +19% Stun/Frz- +60% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +3% ----- def ----- Armour +12 Defense +10 (+2 eff.) Phys.save +18 (+4 eff.) A belt that goes around your waist. |
In main hand | ![]() 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% Mind.crit +3% Crit.mult +22.27% Spell.pwr +33 (+7 eff.) Dmg.mod +30% darkness +12% physical Res.pen +45% acid +25% physical +28% darkness ----- def ----- Defense +25 (+6 eff.) ---------- misc Mana/turn +0.53 Equi/ret +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Cun, 40% Str, 20% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. This object's appearance was changed to Flamewrought. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +11 Mag +6 Wil dps ---------- Spell.pwr +12 (+3 eff.) S.pwr/crit +2 Dmg.mod +25% light ----- def ----- Armour +5 Defense +6 (+1 eff.) Resists +12% darkness +9% light +15% all Max.HP +33.00 Silence- +38% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +11 Wil +4 Con dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +10 (+2 eff.) Dmg.mod +14% arcane +6% mind Res.pen +24% arcane ----- def ----- Defense +3 (+0 eff.) ---------- misc Equi/ret +0.04 Max.mana +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% light Res.pen +15% light ----- def ----- Fatigue -8% Resists +6% darkness +12% light Crit.chn- 15.00% HP.reg +4.00 ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 448.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Con +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +4% acid +5% fire +6% cold +6% lightning Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 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? |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Draconic Body You have set the ring to grant you Draconic Body! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.crit +12.0% Crit.mult +28.00% Phys.spd +10% Acc +19 (+9 eff.) Apr +12 Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +9 (+2 eff.) Dmg.mod +12% blight +20% light Res.pen +40% darkness +20% blight Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Penitence. |
![]() 5.0 T5 staff 2H weapon [Ego] Nature/Master 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 +12% Crit.mult +19.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% light ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 252.06 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 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 (+3 eff.) Dmg.mod +42% darkness +9% lightning Res.pen +20% lightning +15% fire +26% darkness +10% arcane Melee Ret 6 arcane ----- def ----- Resists +6% lightning +6% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 +5% Crit.mult +26.00% Spell.pwr +23 (+5 eff.) Melee+ 35 fire Dmg.mod +30% darkness ----- def ----- Armour +7 Defense +7 (+1 eff.) ---------- misc See.Invis +20 Wards +2 darkness Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] 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: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +10 (+5 eff.) Spell.pwr +36 (+7 eff.) Dmg.mod +30% darkness Acc +11 (+5 eff.) ---------- misc Mana/turn +0.41 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego+] 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: dps ---------- Phys.crit +8.0% Spell.crit +18% Phys.pwr +12 (+6 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +30% light Acc +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego] Nature/Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 nature While equipped: dps ---------- Acc +19 (+9 eff.) ----- def ----- Defense +16 (+4 eff.) Disarm- +57% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 165% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +115 fire While equipped: Stats +12 Str dps ---------- All.spd +11% Dmg.mod +21% physical Res.pen +31% fire Acc +33 (+15 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Normal] 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% One-handed war axes. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+3 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. This item has been sent to the Item's Vault. |
![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +12% blight +15% fire +14% light +11% nature Stealth +8 HP.reg +3.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Fearfire Mantle. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil ----- def ----- Armour +8 Defense +17 (+4 eff.) Phys.save +23 (+5 eff.) Spell.save +28 (+7 eff.) Mind.save +16 (+4 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This object's appearance was changed to Firewalker. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Mag +5 Wil dps ---------- Res.pen +25% light Melee Ret 6 blight ----- def ----- Armour +3 Resists +9% lightning Spell.save +18 (+5 eff.) Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. This object's appearance was changed to Yaldan Baoth. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+6 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.74 mind and 26.04 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 17% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 3.78 mind and 5.88 darkness damage per turn and increases cooldowns by 27%. Haunted: Causes the target to suffer 6.51 mind and 10.13 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. This item has been sent to the Item's Vault. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 2.0 T5 head armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +14% blight +12% darkness +5% all Phys.save +11 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +11 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 43 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +7% temporal +9% light +13% physical ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +12% Resists +6% acid +12% physical +10% cold +11% lightning +10% fire Max.HP +46.00 HP.reg +11.00 Heal.mod +14% A suit of armour made of mail. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% HP.reg +7.10 ---------- misc Stam/turn +2.20 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Arcane/Psionic When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 Melee+ +17 acid While equipped: Stats +4 Con dps ---------- On Melee Ret: * 15% chance to reduce armor by 44% ----- def ----- Armour +10 Fatigue +8% Resists +13% acid +19% mind ---------- misc Talents +1 Block 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 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 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 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +4 Str +2 Dex dps ---------- Res.pen +15% fire Melee Ret 6 fire ----- def ----- Defense +20 (+5 eff.) Resists +4% physical ---------- misc Stam/turn +1.00 Max.stam +30.00 Spell.cld 10% 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 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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? |
![]() 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 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 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 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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 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 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. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By StreetAnorithil1 the Dwarf Anorithil level 31
22nd Loss 123rd year of Ascendancy at 10:08 see stats
By StreetAnorithil1 the Dwarf Anorithil level 34
25th Iron 124th year of Ascendancy at 15:59 see stats
By StreetAnorithil1 the Dwarf Anorithil level 45
24th Dearth 124th year of Ascendancy at 22:01 see stats
By StreetAnorithil1 the Dwarf Anorithil level 34
4th Shortage 123rd year of Ascendancy at 19:53 see stats
By StreetAnorithil1 the Dwarf Anorithil level 28
6th Profit 123rd year of Ascendancy at 14:25 see stats
By StreetAnorithil1 the Dwarf Anorithil level 37
10th Steel 124th year of Ascendancy at 01:15 see stats
By StreetAnorithil1 the Dwarf Anorithil level 38
38th Steel 124th year of Ascendancy at 06:26 see stats
By StreetAnorithil1 the Dwarf Anorithil level 43
19th Wealth 124th year of Ascendancy at 11:34 see stats
By StreetAnorithil1 the Dwarf Anorithil level 36
4th Steel 124th year of Ascendancy at 17:10 see stats
By StreetAnorithil1 the Dwarf Anorithil level 18
35th Steel 123rd year of Ascendancy at 22:12 see stats
By StreetAnorithil1 the Dwarf Anorithil level 29
4th Dearth 123rd year of Ascendancy at 10:26 see stats
By StreetAnorithil1 the Dwarf Anorithil level 16
11st Shortage 122nd year of Ascendancy at 08:11 see stats
By StreetAnorithil1 the Dwarf Anorithil level 35
31st Iron 124th year of Ascendancy at 14:08 see stats
By StreetAnorithil1 the Dwarf Anorithil level 28
27th Profit 123rd year of Ascendancy at 02:27 see stats
By StreetAnorithil1 the Dwarf Anorithil level 45
24th Dearth 124th year of Ascendancy at 00:10 see stats
By StreetAnorithil1 the Dwarf Anorithil level 19
40th Steel 123rd year of Ascendancy at 09:12 see stats
By StreetAnorithil1 the Dwarf Anorithil level 27
20th Voratun 123rd year of Ascendancy at 09:54 see stats
By StreetAnorithil1 the Dwarf Anorithil level 50
29th Iron 125th year of Ascendancy at 01:26 see stats
By StreetAnorithil1 the Dwarf Anorithil level 31
10th Loss 123rd year of Ascendancy at 19:48 see stats
By StreetAnorithil1 the Dwarf Anorithil level 30
42nd Dearth 123rd year of Ascendancy at 21:15 see stats
By StreetAnorithil1 the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 00:16 see stats
By StreetAnorithil1 the Dwarf Anorithil level 20
42nd Steel 123rd year of Ascendancy at 02:40 see stats
By StreetAnorithil1 the Dwarf Anorithil level 30
36th Dearth 123rd year of Ascendancy at 11:25 see stats
By StreetAnorithil1 the Dwarf Anorithil level 40
5th Stralite 124th year of Ascendancy at 14:46 see stats
By StreetAnorithil1 the Dwarf Anorithil level 50
30th Loss 124th year of Ascendancy at 04:15 see stats
By StreetAnorithil1 the Dwarf Anorithil level 50
1st Shortage 124th year of Ascendancy at 20:01 see stats
By StreetAnorithil1 the Dwarf Anorithil level 18
4th Steel 123rd year of Ascendancy at 01:31 see stats
By StreetAnorithil1 the Dwarf Anorithil level 36
31st Iron 124th year of Ascendancy at 17:26 see stats
By StreetAnorithil1 the Dwarf Anorithil level 50
11st Steel 125th year of Ascendancy at 23:03 see stats
By StreetAnorithil1 the Dwarf Anorithil level 44
18th Dearth 124th year of Ascendancy at 16:17 see stats
By StreetAnorithil1 the Dwarf Anorithil level 20
11st Gold 123rd year of Ascendancy at 15:08 see stats
By StreetAnorithil1 the Dwarf Anorithil level 36
31st Iron 124th year of Ascendancy at 16:48 see stats
By StreetAnorithil1 the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 11:13 see stats
By StreetAnorithil1 the Dwarf Anorithil level 50
11st Steel 125th year of Ascendancy at 23:02 see stats
By StreetAnorithil1 the Dwarf Anorithil level 26
42nd Stralite 123rd year of Ascendancy at 14:31 see stats
By StreetAnorithil1 the Dwarf Anorithil level 18
35th Steel 123rd year of Ascendancy at 22:12 see stats
By StreetAnorithil1 the Dwarf Anorithil level 21
18th Gold 123rd year of Ascendancy at 20:51 see stats
By StreetAnorithil1 the Dwarf Anorithil level 16
2nd Shortage 122nd year of Ascendancy at 10:36 see stats
By StreetAnorithil1 the Dwarf Anorithil level 39
21st Gold 124th year of Ascendancy at 15:16 see stats
By StreetAnorithil1 the Dwarf Anorithil level 31
30th Loss 123rd year of Ascendancy at 01:44 see stats
By StreetAnorithil1 the Dwarf Anorithil level 19
42nd Steel 123rd year of Ascendancy at 02:02 see stats
By StreetAnorithil1 the Dwarf Anorithil level 33
4th Shortage 123rd year of Ascendancy at 16:03 see stats
Log
StreetAnorithil1's darkness area effect hits Argoniel for 177 darkness damage.
StreetAnorithil1's Corona hits Argoniel for 122 darkness damage.
Argoniel casts Burning Hex.
StreetAnorithil1 resists Argoniel's 'Burning Hex'!
You do not have enough Negative energy to use Moonlight Ray.
StreetAnorithil1 casts Twilight.
Hymn of Perseverance hits Argoniel for 55 darkness damage.
StreetAnorithil1's darkness area effect hits Argoniel for 177 darkness damage.
StreetAnorithil1's light area effect hits Argoniel for 162 light damage.
Fire wyrm's devouring flames area effect hits Argoniel for 23 fire damage.
Fire wyrm's devouring flames area effect hits StreetAnorithil1 for (21 absorbed), 0 fire (0 total damage).
StreetAnorithil1 casts Moonlight Ray.
StreetAnorithil1's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
StreetAnorithil1 hits Argoniel for 695 darkness damage.
Talent Twilight Surge is ready to use.
Talent Mind Blast is ready to use.
Talent Bathe in Light is ready to use.
StreetAnorithil1 killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving game...
Saving done.