












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 50 / 1668% |
Size | big |
Lifes / Deaths | Killed by corrupted elven guard at level 26 on the 21st Regrowth 123rd year of Ascendancy at 17:14 3 / 4Killed by Lord of Skulls (warrior) at level 45 on the 24th Regrowth 124th year of Ascendancy at 14:53 Killed by Belariawyn the Neverdead at level 50 on the 26th Pyre 124th year of Ascendancy at 01:47 Killed by Atamathon the Giant Golem at level 50 on the 1st Flare 124th year of Ascendancy at 04:59 |
Primary Stats
Strength | 65 (base 21) |
Dexterity | 99 (base 61) |
Constitution | 43 (base 22) |
Magic | 93 (base 60) |
Willpower | 41 (base 17) |
Cunning | 123 (base 61) |
Resources
Life | 1125/1125 |
Positive | 197/197 |
Stamina | 331/331 |
Healing Factor | 0.73977425649354 |
Regeneration | 6.0573024534154 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +95.863768271252% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 65.704911194728 |
See Invisible | 74.704911194728 |
Offense: Mainhand
Damage | 276 |
Accuracy | 83 |
Crit Chance | 107% |
APR | 51 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 67 |
Crit Chance | 60% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Light | +42% |
Cold | +19% |
Blight | +24% |
Physical | +42% |
Mind | +10% |
All | +7% |
Offense: Damage Penetration
Cold | +45% |
Physical | +50% |
Light | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 58 (94.687909656376%) |
Defense | 103 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 66%( 70%) |
Physical | + 36%( 70%) |
Cold | + 70%( 70%) |
All | + 29%( 70%) |
Lightning | + 50%( 70%) |
Light | + 63%( 80%) |
Temporal | + 43%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 43%( 70%) |
Mind | + 33%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Teleport Resistance | 0% |
Stun Resistance | 100% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Taint: PurgingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. |
Class Talents
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Pace Yourself |
talent | Trained Reactions |
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 failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by green jelly. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Ce'Narin the skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 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: 1761. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of 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 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats Str +7 offense ------ Physical Crit +12.0% Physical Power +12 (+2 eff.) Ignore resists +10% physical, +20% cold Accuracy +15 (+3 eff.) Ignore Armor +25 defense ------ Armor +14 Fatigue +4% Resistance +14% acid, +12% fire +15% lightning, +11% cold other ------- Max stamina +31.82 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 71.0 - 85.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +29.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego++] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +9% cold, +10% darkness +6% temporal Affinity +5% light Out-of-Phase Defense +12 Out-of-Phase Resistance +15% Out-of-Phase Resilience +20% other ------- Light +7 Sun Flare: Puts all charms on 25 turn cooldown Effective talent level: 3.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 262.36 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Dex +4, Wil +11, Cun +12 Lck +12 offense ------ Physical Crit +6.0% Spell Crit +7% Mind Crit +8% Accuracy +12 (+3 eff.) When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +11 (+1 eff.) Fatigue +5% Resistance +14% blight Mind save +15 (+5 eff.) other ------- See Invisibility +9 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats Lck +10, Cun +5 offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.6 Power cost 15 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +8, Mag +6, Cun +12 offense ------ Spellpower +10 (+2 eff.) Damage +17% blight, +3% mind Ignore resists +10% light Accuracy +9 (+2 eff.) When Hit 2 mind defense ------ Resistance +17% blight, +6% mind +9% light Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats Cun +7 offense ------ On-Hit 26 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 32 other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
In main hand | ![]() 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats Str +10, Con +5 offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 14 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats Str +4, Con +3 offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +15 (+3 eff.) defense ------ Physical save +10 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 44.5 - 53.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +166 On-Hit, radius 1 +4 light On-crit, radius 2 +23 light, +33 fire While equipped: offense ------ Ignore resists +5% light On shield block: * Deals 165 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +14% temporal, +9% light +12% blight, +8% fire +25% cold Crit Resistance 10.00% Pinning Resist +10% other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and 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 (292) is absorbed, or the time runs out (7 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. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Cun +10, Mag +10 offense ------ Spellpower +20 (+5 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+2 eff.) Resistance +30% light, +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Ego++] Arcane/Master While equipped: Stats Str +7, Dex +7, Mag +8, Wil +7 offense ------ Physical Crit +4.0% Spell Crit +8% Mind Crit +5% Physical Power +16 (+3 eff.) Spellpower +14 (+3 eff.) Mindpower +20 (+7 eff.) Move Speed +20% defense ------ Armor +8 Defense +27 (+4 eff.) Fatigue +8% Resistance +15% lightning A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats Str +6, Con +6 defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +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 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Cun +2 defense ------ Defense +25 (+4 eff.) Resistance +9% physical Life +40.00 Stun Resist +20% other ------- Stamina/turn +0.40 Hate-on-crit +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 30 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (167). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats Dex +3, Cun +5, Con +3 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +16% light, +18% cold defense ------ Resistance +18% lightning, +3% physical +32% light, +12% mind Life +40.00 Teleport Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Con +7 offense ------ Damage +30% nature, +6% mind Ignore resists +15% mind When Hit 4 light defense ------ Resistance +18% nature Physical save +14 (+4 eff.) other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Physical save +45 (+15 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +7% nature, +13% blight Life +29.00 Poison Resist +12% Disease Resist +27% Disarm Resist +35% Pinning Resist +35% Knockbk Resist +35% Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +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 164 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." |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 item nature slow, +13 cold On-crit, radius 2 +16 nature On Hit: * 20% chance to slow global speed by 59% While equipped: offense ------ Physical Crit +5.0% Damage +31% cold Ignore resists +14% all Accuracy +36 (+8 eff.) Ignore Armor +12 When Hit 2 nature defense ------ Resistance +6% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 70.5 - 84.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +23.0% Capacity 20 Projectile Speed +200% On Critical: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +115 Ignore Shields +30% On-Hit, radius 1 +14 fire While equipped: Stats Str +5, Con +3 offense ------ Physical Power +30 (+5 eff.) On-Hit 8 fire Accuracy +15 (+3 eff.) When Hit 13 fire defense ------ Armor +21 Fatigue +8% other ------- Max stamina +30.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Rare] Psionic When used to Attack: Weapon Damage 49.5 - 59.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +142 On-hit +26 physical While equipped: Stats Wil +9 offense ------ Spell Crit +4% Ignore resists +25% blight, +20% cold Ignore Shields +30% defense ------ Armor +23 Fatigue +8% Resistance +12% cold, +18% physical Windwall +90 Slow Projectiles +34% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 52.0 - 62.4 Darkness Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +200 While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+2 eff.) Ranged Defense +15 (+2 eff.) Fatigue +28% Resistance +2% all other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature, +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +5, Wil +4, Cun +3 offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+7 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+9 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+4 eff.) On-Hit 15 light, 30 fire On-Ranged-Hit 15 light, 30 fire Damage +20% fire, +5% light, +10% all Ignore resists +10% light, +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+2 eff.) Resistance +20% fire, +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 10 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 156.72 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +2, Dex +8, Wil +13 Cun +18, Con +4 defense ------ Armor +23 Defense +26 (+4 eff.) Fatigue +8% Resistance +25% blight, +30% darkness Mind save +10 (+3 eff.) Unlife -60.00 life other ------- Light +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats Str +16, Dex +14, Mag +7 Wil +7, Cun +7 defense ------ Armor +8 Defense +24 (+4 eff.) Fatigue +8% Physical save +12 (+4 eff.) Life +53.00 A suit of armour made of leather. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats Cun +2, Wil +5 defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 332, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats Cun +4, Dex +4 offense ------ Physical Crit +12.0% Mind Crit +8% Critical power +8.00% Physical Power +3 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 56 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 Encumbrance T5 belt armor [Ego+] Nature While equipped: defense ------ Resistance +8% acid, +8% fire +9% lightning, +6% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: defense ------ Armor +10 Defense +15 (+2 eff.) Resistance +11% blight Physical save +10 (+3 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Dex +2, Mag +3, Wil +2 Cun +10, Con +2 offense ------ Physical Crit +4.0% Critical power +20.00% Ignore resists +10% mind Accuracy +20 (+4 eff.) defense ------ Defense +2 (+0 eff.) Spell save +9 (+3 eff.) other ------- Max mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +6% cold, +9% mind +6% darkness Crit Resistance 15.00% Life +47.00 Confus Resist +20% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +6, Wil +5 offense ------ Mind Crit +7% Physical Power +30 (+5 eff.) Accuracy +20 (+4 eff.) defense ------ Armor +6 Defense +21 (+3 eff.) Resistance +20% light, +17% fire Physical save +15 (+5 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats Dex +4, Wil +8, Cun +6 offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+7 eff.) On-Hit 30 mind, 30 darkness Damage +4% all When Hit 30 mind, 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness, +10% mind Mind save +10 (+3 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning, +20% darkness +20% cold, +20% fire -30% arcane, +20% nature Max Resistance +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 41 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 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +9, Cun +6, Con +4 offense ------ Accuracy +7 (+2 eff.) Ignore Armor +9 When Hit 8 blight, 6 physical defense ------ Defense +3 (+0 eff.) Resistance +19% nature, +20% blight Life Regen +7.00 Healmod +13% other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: Stats Cun +8, Dex +4 defense ------ Armor +1 Defense +7 (+1 eff.) Fatigue +2% other ------- Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 14 (based on Magic). Uses 18 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +3, Cun +3, Con +4 offense ------ Physical Crit +5.0% Critical power +15.00% Damage +6% physical Ignore resists +5% physical defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats Str +20, Dex -6, Con +10 offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resistance +15% acid, +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats Mag +4 offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Ignore Armor +10 defense ------ Armor +5 Fatigue +4% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats Str +10 offense ------ Critical power +20.00% Spellpower +25 (+6 eff.) Damage +12% light defense ------ Armor +5 Fatigue +5% Resistance +27% lightning Spell save +18 (+6 eff.) other ------- Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-7 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+4 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: defense ------ Resistance +3% blight Physical save +12 (+4 eff.) Mind save +8 (+3 eff.) Life +100.00 Knockbk Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 See Stealth +13 See Invisibility +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats Mag +5 offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 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. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 66 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 39.04 cold damage and 46.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Mag +4, Wil +4, Cun +6 offense ------ Damage +9% temporal Ignore resists +25% nature, +10% temporal Accuracy +8 (+2 eff.) When Hit 8 acid other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Nature While equipped: Stats Str +3 defense ------ Physical save +12 (+4 eff.) Spell save +6 (+2 eff.) Mind save +10 (+3 eff.) Life +57.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats Str +9 offense ------ Ignore Armor +14 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Dex +5, Mag +5 offense ------ Damage +6% blight defense ------ Resistance +12% lightning, +12% darkness +9% mind Knockbk Resist +20% Sting an enemy dealing 201 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% fire When Hit 6 acid defense ------ Resistance +3% fire Sting an enemy dealing 291 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 498 lightning damage Puts all charms on 13 turn cooldown 100% to heal for 93. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance 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. |
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, High Sun Paladin Aeryn sacrificed herself 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.
You may continue playing and enjoy the rest of the world.
Achievements
By John SlingerMan the Thalore Skirmisher level 21
2nd Regrowth 123rd year of Ascendancy at 17:06 see stats
By John SlingerMan the Thalore Skirmisher level 36
54th Pyre 123rd year of Ascendancy at 23:42 see stats
By John SlingerMan the Thalore Skirmisher level 21
2nd Allure 123rd year of Ascendancy at 14:06 see stats
By John SlingerMan the Thalore Skirmisher level 35
53rd Pyre 123rd year of Ascendancy at 00:59 see stats
By John SlingerMan the Thalore Skirmisher level 44
16th Regrowth 124th year of Ascendancy at 10:23 see stats
By John SlingerMan the Thalore Skirmisher level 38
22nd Dusk 123rd year of Ascendancy at 15:12 see stats
By John SlingerMan the Thalore Skirmisher level 28
72nd Regrowth 123rd year of Ascendancy at 23:17 see stats
By John SlingerMan the Thalore Skirmisher level 31
36th Pyre 123rd year of Ascendancy at 08:55 see stats
By John SlingerMan the Thalore Skirmisher level 45
20th Regrowth 124th year of Ascendancy at 02:23 see stats
By John SlingerMan the Thalore Skirmisher level 37
7th Dusk 123rd year of Ascendancy at 19:17 see stats
By John SlingerMan the Thalore Skirmisher level 40
31st Haze 123rd year of Ascendancy at 05:10 see stats
By John SlingerMan the Thalore Skirmisher level 20
1st Allure 123rd year of Ascendancy at 14:40 see stats
By John SlingerMan the Thalore Skirmisher level 30
17th Pyre 123rd year of Ascendancy at 13:08 see stats
By John SlingerMan the Thalore Skirmisher level 25
20th Regrowth 123rd year of Ascendancy at 18:10 see stats
By John SlingerMan the Thalore Skirmisher level 50
26th Pyre 124th year of Ascendancy at 14:24 see stats
By John SlingerMan the Thalore Skirmisher level 45
19th Regrowth 124th year of Ascendancy at 18:24 see stats
By John SlingerMan the Thalore Skirmisher level 21
2nd Allure 123rd year of Ascendancy at 16:35 see stats
By John SlingerMan the Thalore Skirmisher level 31
35th Pyre 123rd year of Ascendancy at 06:38 see stats
By John SlingerMan the Thalore Skirmisher level 10
9th Haze 122nd year of Ascendancy at 18:03 see stats
By John SlingerMan the Thalore Skirmisher level 20
2nd Wintertide 123rd year of Ascendancy at 07:01 see stats
By John SlingerMan the Thalore Skirmisher level 30
76th Regrowth 123rd year of Ascendancy at 20:44 see stats
By John SlingerMan the Thalore Skirmisher level 40
30th Haze 123rd year of Ascendancy at 09:17 see stats
By John SlingerMan the Thalore Skirmisher level 50
33rd Regrowth 124th year of Ascendancy at 19:23 see stats
By John SlingerMan the Thalore Skirmisher level 50
25th Pyre 124th year of Ascendancy at 06:42 see stats
By John SlingerMan the Thalore Skirmisher level 44
18th Regrowth 124th year of Ascendancy at 19:59 see stats
By John SlingerMan the Thalore Skirmisher level 26
22nd Regrowth 123rd year of Ascendancy at 04:12 see stats
By John SlingerMan the Thalore Skirmisher level 19
9th Decay 122nd year of Ascendancy at 20:47 see stats
By John SlingerMan the Thalore Skirmisher level 38
7th Dusk 123rd year of Ascendancy at 22:12 see stats
By John SlingerMan the Thalore Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 19:56 see stats
By John SlingerMan the Thalore Skirmisher level 6
1st Time of Equilibrium 122nd year of Ascendancy at 05:51 see stats
By John SlingerMan the Thalore Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 19:57 see stats
By John SlingerMan the Thalore Skirmisher level 21
2nd Allure 123rd year of Ascendancy at 14:06 see stats
By John SlingerMan the Thalore Skirmisher level 44
18th Regrowth 124th year of Ascendancy at 11:29 see stats
By John SlingerMan the Thalore Skirmisher level 29
73rd Regrowth 123rd year of Ascendancy at 23:43 see stats
By John SlingerMan the Thalore Skirmisher level 29
73rd Regrowth 123rd year of Ascendancy at 02:35 see stats
By John SlingerMan the Thalore Skirmisher level 15
30th Haze 122nd year of Ascendancy at 13:45 see stats
By John SlingerMan the Thalore Skirmisher level 23
11st Regrowth 123rd year of Ascendancy at 14:38 see stats
By John SlingerMan the Thalore Skirmisher level 40
37th Haze 123rd year of Ascendancy at 02:45 see stats
By John SlingerMan the Thalore Skirmisher level 27
25th Regrowth 123rd year of Ascendancy at 19:26 see stats
By John SlingerMan the Thalore Skirmisher level 20
2nd Wintertide 123rd year of Ascendancy at 11:04 see stats
By John SlingerMan the Thalore Skirmisher level 34
52nd Pyre 123rd year of Ascendancy at 06:36 see stats
Log
There is a Way into a strange lush forest here (press '' or right click to use).
Today is the 6th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 7th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:51.
Today is the 8th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 9th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 10th Flare of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 1st Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 2nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 3rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 4th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
You don't see how to get there...
Today is the 5th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 6th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Today is the 7th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 8th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You don't see how to get there...