










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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:
Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 50 / 697% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 53 (base 38) |
Constitution | 69 (base 60) |
Magic | 113 (base 60) |
Willpower | 49 (base 10) |
Cunning | 99 (base 60) |
Resources
Life | 1382/1382 |
Positive | 167/167 |
Negative | 182/182 |
Healing Factor | 2.2227219866911 |
Regeneration | 60.569174137331 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.0396132539609E-12% |
Spell | -4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 10 |
See Stealth | 86.903652011504 |
See Invisible | 100.9036520115 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 63 |
Accuracy | 36 |
Crit Chance | 42% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +91% |
Light | +80% |
Temporal | +52% |
Arcane | +50% |
Fire | +85% |
All | +42% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 6 |
Physical Save | 37 |
Spell Save | 70 |
Mental Save | 44 |
Defense: Resistances
Acid | + 53%( 70%) |
Temporal | + 38%( 80%) |
Cold | + 68%( 70%) |
Lightning | + 53%( 70%) |
Fire | + 53%( 70%) |
All | + 22%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -516 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 516 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 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 665 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 5 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hymn Nocturnalist |
talent | Corona |
talent | Chant of Resistance |
Quests
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | 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. | active |
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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 167 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 68 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 72.09 cold damage and 72.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 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. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 85 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? |
Tool | ![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 778 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +8 Cun +6 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mind.pwr +8 (+2 eff.) Dmg.mod +10% all ----- def ----- Max.HP +100.00 HP.reg +12.00 Heal.mod +17% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +98.00 HP.reg +15.00 Heal.mod +18% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +6 Wil +14 Mag dps ---------- Spell.crit +5% ---------- misc Mana/turn +0.25 Max.mana +31.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +6 (+1 eff.) Dmg.mod +8% arcane ----- def ----- Armour +3 ---------- misc Mana/turn +0.22 Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +19 arcane On Crit.r2 +9 arcane On Hit: 10% Elemental Bolt 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +19% Spell.pwr +27 (+5 eff.) Dmg.mod +13% light +14% darkness ----- def ----- Resists +15% all ---------- misc Mana/turn +0.30 Max.mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+8 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.8 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +19% all Melee Ret 34 darkness ----- def ----- Heal.mod +50% Stun/Frz- +60% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 193.12 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 607 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +19% light +20% darkness Heal.mod +24% Blind- +37% Cut- +50% Heal: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 362 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% acid Res.pen +20% acid Melee Ret 6 mind 10 acid ----- def ----- Resists +30% lightning +6% nature +9% acid Stun/Frz- +49% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +24% temporal Pinning- +38% Knockbk- +41% ---------- misc Masteries +0.34 Celestial/Star fury +0.34 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 13 light 13 darkness Dmg.mod +13% light +8% darkness On Melee Ret: * 13% chance to reduce damage dealt by 26% * 9% chance to blind ----- def ----- Resists +26% temporal Pinning- +39% Knockbk- +45% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 8 light 8 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 9% chance to reduce damage dealt by 26% * 9% chance to blind Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Dex dps ---------- Acc +18 (+7 eff.) ----- def ----- Resists +14% acid +17% fire +25% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +6 Con dps ---------- Acc +13 (+5 eff.) Apr +14 ----- def ----- Defense +14 (+3 eff.) Spell.save +17 (+4 eff.) ---------- misc Max.stam +33.00 Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +13 (+4 eff.) ----- def ----- Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% S.pwr/crit +8 Dmg.mod +30% lightning +18% arcane +21% blight Res.pen +20% acid ----- def ----- HP.reg +9.00 Stun/Frz- +49% ---------- misc Psi/ret +0.28 Mana/s.crit +2.14 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +84.00 HP.reg +10.00 Heal.mod +17% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 19 physical Ranged+ 23 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 32 On Hit (Ranged): * 20% chance to reduce all saves and defense by 32 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
short elven-wood magestaff (25-30 power, 5 apr, arcane element) short elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 1H weapon [Ego] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+10 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 39.0 - 46.8 Physical Uses 80% Mag 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 +20 (+4 eff.) Dmg.mod +39% arcane +15% light Res.pen +25% temporal ----- def ----- Resists +18% fire +6% arcane +15% cold Spell.save +3 (+0 eff.) Mind.save +12 (+4 eff.) Anom.red +20 HP.reg +4.53 Blind- +23% ---------- 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 30.0 - 36.0 Physical Uses 80% Mag 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 +35.00% Spell.pwr +41 (+8 eff.) Melee+ 35 fire Dmg.mod +30% cold ---------- misc Mana/turn +0.32 See.Invis +17 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag 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 +30.00% Spell.pwr +25 (+5 eff.) Melee+ 27 fire Dmg.mod +30% physical ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element) short dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +31 (+6 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.60 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +21 Con +20 Wil dps ---------- Acc +17 (+6 eff.) ----- def ----- Defense +17 (+4 eff.) Max.HP +101.00 Disarm- +62% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Nature/Psionic Power 58.5 - 87.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 nature +28 mind On Hit: * 23% chance to reduce all saves and defense by 32 While equipped: Stats +7 Cun +7 Wil Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Psionic Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 138 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +33% lightning Res.pen +14% lightning +20% all Acc +24 (+9 eff.) Apr +17 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 mind On Hit: 20% Curse of Vulnerability 5 On Hit: * 27% chance to reduce all saves and defense by 32 While equipped: Stats +7 Cun +7 Wil Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +27 cold While equipped: Stats +14 Str dps ---------- Dmg.mod +17% physical Acc +27 (+10 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Dex dps ---------- Phys.crit +21.0% Crit.mult +40.00% Phys.spd +10% Acc +28 (+10 eff.) Apr +14 Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Normal] Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% 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+] Arcane/Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +23 temporal While equipped: dps ---------- Res.pen +13% physical Acc +35 (+12 eff.) Apr +21 ----- def ----- Resists +26% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 231 damage over 5 turns and reducing armor and accuracy by 29 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +83 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% All.spd +4% Res.pen +16% fire Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 62.0 - 86.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +40 lightning +45 cold While equipped: dps ---------- Mov.spd +50% Res.pen +24% lightning +22% cold Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Arcane/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 37 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Disease- +24% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Nature Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +13 blight On Crit.r2 +22 lightning +32 cold On Hit: * 25% chance to reduce strength, dexterity, and constitution by 37 While equipped: dps ---------- Mov.spd +50% Res.pen +14% lightning +17% cold One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 410.64 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +30% physical Acc +8 (+3 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 52.0 - 67.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +27 cold Sharp, short and deadly. |
![]() 3.0 T5 arrow ammo [Ego] Nature/Master Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 50 Ranged+ +23 nature While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Psionic Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +32 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane/Nature Power 68.5 - 95.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +36 Crit +3.0% Capacity 48 Rld cld 1 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 51.5 - 61.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +7.0% Capacity 22 On Hit: * Create an explosion dealing 179 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Psionic Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Ranged+ +38 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 40 [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+4 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 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 (+5 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 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +30% arcane +30% temporal ----- def ----- Resists +15% all ---------- misc Max.mana +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +7 (+1 eff.) Dmg.mod +30% blight +30% temporal +23% arcane ----- def ----- Resists +30% blight +15% all ---------- misc Max.mana +97.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +8 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Wil ----- def ----- Armour +16 Fatigue +22% Resists +30% cold Mind.save +23 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +16 Fatigue +22% Max.HP +157.00 HP.reg +11.00 Heal.mod +15% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Armour +16 Fatigue +22% Resists +22% blight +23% darkness +9% mind Mind.save +19 (+7 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +25 Fatigue +13% Phys.save +12 (+5 eff.) A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +4 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +7 Mana/turn +0.20 Max.mana +25.00 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +22 (+5 eff.) Fatigue -8% Stealth +13 ---------- misc Max.enc +32 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 43 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 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +14 (+3 eff.) Fatigue -9% Phys.save +10 (+4 eff.) ---------- misc Max.enc +37 Evasion: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -9% Phys.save +15 (+6 eff.) ---------- misc Max.enc +33 Stam/turn +1.10 Max.stam +29.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Resists +12% fire +14% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +5 Cun +4 Con dps ---------- Phys.pwr +14 (+5 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +14 (+4 eff.) ----- def ----- Armour +5 Fatigue +4% Phys.save +23 (+9 eff.) Mind.save +23 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +3 (+0 eff.) Resists +6% lightning +6% temporal +7% light +6% fire +7% nature +7% acid +6% blight +6% cold +7% darkness Shield.pwr +14% HP.reg +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +20% light ----- def ----- Defense +3 (+0 eff.) Resists +30% light ---------- misc Mana/turn +2.60 Mana/ret +2.70 Max.mana +93.00 Manaflow: Puts all charms on 34 cooldown Level 2.5 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +12 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 139.7 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +17% light +18% darkness A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +15 (+5 eff.) A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +14 (+6 eff.) Mind.save +12 (+4 eff.) Battle Cry: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 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 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 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 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 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 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. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Defense +6 (+1 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 21/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 925.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Res.pen +20% blight Melee Ret 4 light 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to reduce armor by 47% ----- def ----- Resists +12% acid +6% blight ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to heal for 81. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Mind.crit +3% Dmg.mod +15% mind ----- def ----- Resists +12% lightning Mind.save +12 (+4 eff.) Blast the opponent's mind dealing 568 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 15 spaces and dealing 717 physical damage Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +9% nature Res.pen +10% physical ----- def ----- Resists +1% physical Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 37 ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60% Puts all charms on 17 cooldown 100% to heal for 57. 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 323.76 temporal and 406.83 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 130 lightning damage and will be dazed for 1 turn (650 total damage) Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Basard the Cornac Anorithil level 36
63rd Pyre 123rd year of Ascendancy at 06:54 see stats
By Basard the Cornac Anorithil level 23
4th Regrowth 123rd year of Ascendancy at 06:21 see stats
By Basard the Cornac Anorithil level 43
8th Dusk 123rd year of Ascendancy at 17:34 see stats
By Basard the Cornac Anorithil level 45
21st Dusk 123rd year of Ascendancy at 16:25 see stats
By Basard the Cornac Anorithil level 19
2nd Wintertide 123rd year of Ascendancy at 02:23 see stats
By Basard the Cornac Anorithil level 30
29th Pyre 123rd year of Ascendancy at 12:35 see stats
By Basard the Cornac Anorithil level 50
31st Dusk 123rd year of Ascendancy at 19:53 see stats
By Basard the Cornac Anorithil level 26
15th Pyre 123rd year of Ascendancy at 06:27 see stats
By Basard the Cornac Anorithil level 40
2nd Mirth 123rd year of Ascendancy at 12:34 see stats
By Basard the Cornac Anorithil level 44
16th Dusk 123rd year of Ascendancy at 05:31 see stats
By Basard the Cornac Anorithil level 20
8th Allure 123rd year of Ascendancy at 07:05 see stats
By Basard the Cornac Anorithil level 25
16th Regrowth 123rd year of Ascendancy at 04:45 see stats
By Basard the Cornac Anorithil level 32
43rd Pyre 123rd year of Ascendancy at 18:50 see stats
By Basard the Cornac Anorithil level 10
2nd Summertide 122nd year of Ascendancy at 06:15 see stats
By Basard the Cornac Anorithil level 20
2nd Wintertide 123rd year of Ascendancy at 02:23 see stats
By Basard the Cornac Anorithil level 30
19th Pyre 123rd year of Ascendancy at 11:42 see stats
By Basard the Cornac Anorithil level 40
2nd Mirth 123rd year of Ascendancy at 12:34 see stats
By Basard the Cornac Anorithil level 50
31st Dusk 123rd year of Ascendancy at 16:26 see stats
By Basard the Cornac Anorithil level 50
31st Dusk 123rd year of Ascendancy at 19:53 see stats
By Basard the Cornac Anorithil level 40
2nd Mirth 123rd year of Ascendancy at 19:47 see stats
By Basard the Cornac Anorithil level 42
8th Mirth 123rd year of Ascendancy at 21:05 see stats
By Basard the Cornac Anorithil level 43
8th Dusk 123rd year of Ascendancy at 12:21 see stats
By Basard the Cornac Anorithil level 29
18th Pyre 123rd year of Ascendancy at 22:49 see stats
By Basard the Cornac Anorithil level 41
8th Mirth 123rd year of Ascendancy at 08:11 see stats
By Basard the Cornac Anorithil level 50
31st Dusk 123rd year of Ascendancy at 19:51 see stats
By Basard the Cornac Anorithil level 14
29th Haze 122nd year of Ascendancy at 20:58 see stats
By Basard the Cornac Anorithil level 29
18th Pyre 123rd year of Ascendancy at 18:39 see stats
By Basard the Cornac Anorithil level 37
63rd Pyre 123rd year of Ascendancy at 23:06 see stats
By Basard the Cornac Anorithil level 28
17th Pyre 123rd year of Ascendancy at 08:54 see stats
By Basard the Cornac Anorithil level 42
6th Dusk 123rd year of Ascendancy at 15:23 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
Basard picks up (G.): quick voratun greatsword of ruin (63-101 power, 4 apr).
Basard picks up (U.): sentry's quiver of dragonbone arrows of wind (48/48, 68-96 power, 36 apr).
You pickup 0.75 gold pieces.
You pickup 2.25 gold pieces.
You pickup 1.80 gold pieces.
Basard picks up (7.): blurring drakeskin leather belt of carrying.
Basard picks up (D.): voratun battleaxe of amnesia (56-85 power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 17 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is a Unremarkable cave 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.
You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...
Saving game...
Saving done.
Saving game...
Saving done.