













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Alchemist |
Level / Exp | 50 / 2098% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 7th Allure 123rd year of Ascendancy at 12:41 3 / 4Killed by Assassin Lord at level 24 on the 70th Regrowth 123rd year of Ascendancy at 19:08 Killed by orc necromancer at level 25 on the 4th Pyre 123rd year of Ascendancy at 09:19 Killed by Glyminor the Invoker at level 49 on the 8th Dusk 124th year of Ascendancy at 13:15 |
Primary Stats
Strength | 40 (base 15) |
Dexterity | 35 (base 14) |
Constitution | 95 (base 55) |
Magic | 122 (base 60) |
Willpower | 70 (base 38) |
Cunning | 90 (base 59) |
Resources
Life | 1387/1387 |
Mana | 347/578 |
Stamina | 377/377 |
Healing Factor | 1.9512106582886 |
Regeneration | 19.999909247458 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 134 |
Accuracy | 26 |
Crit Chance | 46% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 67% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Arcane | +83% |
Cold | +77% |
All | +28% |
Lightning | +53% |
Light | +46% |
Physical | +48% |
Fire | +134% |
Darkness | +43% |
Offense: Damage Penetration
Cold | +35% |
Arcane | +35% |
Fire | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 47.869516825541 (44.574340358689%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 52 |
Mental Save | 45 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 67%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 39%( 70%) |
Darkness | + 70%( 70%) |
Light | + 57%( 70%) |
Temporal | + 48%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Pinning Resistance | 0% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 315 then cleanse 1 wound, poison, and disease effect. 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% 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 Strength stat. |
Class Talents
Spell / Fire alchemy | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Spell / Frost alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Aether Permeation |
talent | Defensive Posture |
talent | Flame Infusion |
talent | Ice Core |
talent | Body of Fire |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Gary Hitler. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Borfast the Broken. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2139. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of 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 the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 to join the slavers and take part in their game. You won the ring of blood! You 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. | failed |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 281 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Quiver | ![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +15 (+4 eff.) Dmg.mod +3% cold Res.pen +10% cold ----- def ----- Max.HP +45.00 ---------- misc Max.hate +6.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning +15% fire Res.pen +25% fire Melee Ret 6 lightning ----- def ----- Resists +15% fire Blast the opponent's mind dealing 474 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +34 (+10 eff.) Spell.pwr +39 (+8 eff.) Mind.pwr +38 (+10 eff.) Dmg.mod +6% lightning +21% cold +16% all Melee Ret 2 lightning 4 cold ----- def ----- Armour +5 Resists +24% lightning +6% cold +5% all Max.HP +90.00 HP.reg +8.00 Heal.mod +17% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 495.98 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Unique] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Mag +5 Wil +4 Cun dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +42% fire ----- def ----- Affinity +5% acid +5% darkness +5% light +5% cold +5% blight +5% fire +5% arcane +5% lightning ---------- misc Max.mana +100.00 Light +1 Talents +1 Command Staff A closer look at this pure white staff reveals that it is really a plethora of colors swirling and scintillating. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +15 Con +8 Mag dps ---------- Dmg.mod +5% acid +6% physical +18% light +21% cold +9% fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +14% acid +16% physical +14% light +9% darkness +10% blight +15% cold +17% fire +15% all Affinity +15% nature Max.HP +50.00 HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% ---------- misc Light +3 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.4 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 269.60 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Str +7 Dex +7 Wil ---------- misc Masteries +0.40 Spell/Fire alchemy +0.40 Spell/Acid alchemy Amulets make your neck look great! |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight +30% fire Res.pen +20% cold Melee Ret 4 blight ----- def ----- Armour +6 Defense +9 (+3 eff.) Resists +6% cold +12% fire Res.Cap +5% all Phys.save +16 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +6% acid +9% blight +12% fire +6% lightning +6% cold Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +15 (+4 eff.) Dmg.mod +9% blight Res.pen +25% mind +20% arcane Melee Ret 8 mind ----- def ----- Phys.save +23 (+7 eff.) Spell.save +25 (+8 eff.) Mind.save +24 (+8 eff.) ---------- misc Equi/ret +0.24 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +6% acid ----- def ----- Resists +30% acid Heal.mod +20% Poison- +20% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +10% fire Acc +7 (+3 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Mag +6 Wil +5 Cun +8 Con dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +10 (+2 eff.) Melee Ret 6 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Defense +10 (+3 eff.) Resists +15% darkness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Mag ----- def ----- Resists +3% blight HP.reg +6.00 Blind- +10% Pinning- +20% Stun/Frz- +49% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +9 (+2 eff.) ----- def ----- Max.HP +52.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex +5 Wil dps ---------- Res.pen +25% physical +25% fire Apr +6 ----- def ----- Resists +9% fire Phys.save +14 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +13 (+3 eff.) Acc +15 (+7 eff.) Apr +13 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +22% acid +15% fire +17% lightning +21% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +17% fire ----- def ----- Resists +34% fire Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con +8 Mag dps ---------- Melee+ 33 light Ranged+ 40 light Dmg.mod +17% light ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Max.stam +36.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +18 Cun +7 Dex dps ---------- Melee+ 6 physical Ranged+ 22 physical Acc +15 (+7 eff.) On Hit (Melee): * 17% chance to reduce all saves and defense by 37 On Hit (Ranged): * 10% chance to reduce all saves and defense by 37 ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal 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! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +8 Mag +7 Wil +10 Cun dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Phys.pwr +14 (+5 eff.) Spell.pwr +29 (+6 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +6% lightning +9% arcane +10% all Res.pen +20% lightning Acc +15 (+7 eff.) Melee Ret 4 arcane ----- def ----- Resists +5% arcane Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Melee+ 40 light Ranged+ 25 light Dmg.mod +17% light +10% all Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Res.pen +10% lightning Acc +16 (+8 eff.) Apr +16 ----- def ----- Defense +17 (+5 eff.) Resists +3% fire +1% physical +3% darkness +12% mind Phys.save +3 (+1 eff.) Mind.save +18 (+6 eff.) Max.HP +20.00 HP.reg +9.00 Stun/Frz- +30% Def/telep +5 Res/telep +5% Dur/telep +5% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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+] Nature While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Resists +9% nature +11% blight Poison- +30% Disease- +26% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Max.HP +74.00 HP.reg +12.00 Heal.mod +15% Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +14.00% Spell.pwr +25 (+5 eff.) Dmg.mod +3% temporal +34% cold Res.pen +25% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+3 eff.) ---------- misc Mana/turn +0.19 Light +4 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 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 (+9 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 200 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] Master 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 +20% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% cold +15% fire +15% mind +12% arcane Res.pen +15% mind +15% arcane Melee Ret 4 mind ----- def ----- Resists +15% mind +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness ----- def ----- Resists +17% blight +20% darkness +20% mind +15% all Phys.save +18 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save +32 (+11 eff.) Max.HP +60.00 HP.reg +6.00 Heal.mod +79% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% mind ----- def ----- Resists +5% blight +9% mind The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 466, based on Magic) for 11 turns. Uses 20 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 T3 belt armor [Ego++] Nature While equipped: Stats +3 Str +4 Dex +4 Wil +4 Cun ----- def ----- Resists +7% acid +7% fire +7% lightning +5% cold Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +5 Wil +11 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.21 Max.mana +31.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +5 Con +10 Lck dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +25% blight ----- def ----- Armour +13 Defense +23 (+6 eff.) Phys.save +24 (+8 eff.) Mind.save +14 (+5 eff.) Stealth +12 Max.HP +80.00 ---------- misc T.Disarm +28 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +3% arcane +21% cold Res.pen +20% arcane +5% cold ----- def ----- Defense +7 (+2 eff.) Resists +17% light +12% fire Spell.save +7 (+3 eff.) Stealth +6 Max.HP +31.00 ---------- misc Stam/turn +0.70 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning Res.pen +10% blight ----- def ----- Armour +7 Defense +13 (+4 eff.) Resists +24% lightning Phys.save +16 (+5 eff.) Spell.save +19 (+7 eff.) Mind.save +17 (+6 eff.) ---------- misc Mana/turn +0.32 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +5% arcane Res.pen +10% arcane ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +11 (+2 eff.) Dmg.mod +8% arcane ----- def ----- Armour +3 ---------- misc Mana/turn +0.24 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Defense +30 (+7 eff.) Fatigue +3% Resists +6% acid +1% physical +5% arcane +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +13% fire Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +19% fire A pointy cloth hat, very wizardly... |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 When used as an alchemist bomb: Slows by 17% 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 When used as an alchemist bomb: Bomb damage +20% 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 When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Life regen 10% of max life 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 When used as an alchemist bomb: Additional 40 fire damage 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 When used as an alchemist bomb: Bomb damage +25% 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 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green alchemist-gem [Normal] When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 735 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 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 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 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 79.16 cold damage and 66.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 410.17 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 410.17 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Wil dps ---------- Crit.mult +16.00% Phys.pwr +7 (+3 eff.) Apr +6 ----- def ----- Resists +6% acid +12% cold Crit.chn- 10.00% Mind.save +9 (+3 eff.) Disease- +20% ---------- misc See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1272.92 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 880.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 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: ----- def ----- Resists +9% nature +3% blight Spell.save +6 (+2 eff.) Max.HP +100.00 HP.reg +4.00 Cut- +20% Confus- +20% Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 91. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 65% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. This item has been sent to the Item's Vault. |
![]() 2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 737 fire damage Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Gary Hitler the Cornac Alchemist level 31
30th Pyre 123rd year of Ascendancy at 05:13 see stats
By Gary Hitler the Cornac Alchemist level 31
28th Pyre 123rd year of Ascendancy at 10:20 see stats
By Gary Hitler the Cornac Alchemist level 35
9th Mirth 123rd year of Ascendancy at 00:16 see stats
By Gary Hitler the Cornac Alchemist level 42
9th Pyre 124th year of Ascendancy at 20:31 see stats
By Gary Hitler the Cornac Alchemist level 34
4th Mirth 123rd year of Ascendancy at 22:49 see stats
By Gary Hitler the Cornac Alchemist level 15
58th Haze 122nd year of Ascendancy at 09:20 see stats
By Gary Hitler the Cornac Alchemist level 38
11st Haze 123rd year of Ascendancy at 04:33 see stats
By Gary Hitler the Cornac Alchemist level 33
1st Mirth 123rd year of Ascendancy at 04:28 see stats
By Gary Hitler the Cornac Alchemist level 48
2nd Flare 124th year of Ascendancy at 18:02 see stats
By Gary Hitler the Cornac Alchemist level 50
3rd Regrowth 125th year of Ascendancy at 03:25 see stats
By Gary Hitler the Cornac Alchemist level 50
17th Dusk 124th year of Ascendancy at 07:19 see stats
By Gary Hitler the Cornac Alchemist level 21
14th Regrowth 123rd year of Ascendancy at 22:15 see stats
By Gary Hitler the Cornac Alchemist level 20
8th Allure 123rd year of Ascendancy at 10:18 see stats
By Gary Hitler the Cornac Alchemist level 50
27th Haze 124th year of Ascendancy at 13:47 see stats
By Gary Hitler the Cornac Alchemist level 50
2nd Allure 125th year of Ascendancy at 19:10 see stats
By Gary Hitler the Cornac Alchemist level 39
13rd Haze 123rd year of Ascendancy at 03:55 see stats
By Gary Hitler the Cornac Alchemist level 21
15th Regrowth 123rd year of Ascendancy at 16:20 see stats
By Gary Hitler the Cornac Alchemist level 10
62nd Dusk 122nd year of Ascendancy at 08:16 see stats
By Gary Hitler the Cornac Alchemist level 20
8th Allure 123rd year of Ascendancy at 03:57 see stats
By Gary Hitler the Cornac Alchemist level 30
25th Pyre 123rd year of Ascendancy at 09:07 see stats
By Gary Hitler the Cornac Alchemist level 40
42nd Haze 123rd year of Ascendancy at 06:10 see stats
By Gary Hitler the Cornac Alchemist level 50
15th Dusk 124th year of Ascendancy at 20:42 see stats
By Gary Hitler the Cornac Alchemist level 31
30th Pyre 123rd year of Ascendancy at 13:28 see stats
By Gary Hitler the Cornac Alchemist level 50
45th Haze 124th year of Ascendancy at 14:00 see stats
By Gary Hitler the Cornac Alchemist level 50
66th Dusk 124th year of Ascendancy at 09:23 see stats
By Gary Hitler the Cornac Alchemist level 27
15th Pyre 123rd year of Ascendancy at 04:53 see stats
By Gary Hitler the Cornac Alchemist level 35
47th Dusk 123rd year of Ascendancy at 17:48 see stats
By Gary Hitler the Cornac Alchemist level 16
2nd Allure 123rd year of Ascendancy at 20:49 see stats
By Gary Hitler the Cornac Alchemist level 34
1st Mirth 123rd year of Ascendancy at 06:36 see stats
By Gary Hitler the Cornac Alchemist level 50
3rd Regrowth 125th year of Ascendancy at 03:24 see stats
By Gary Hitler the Cornac Alchemist level 40
57th Regrowth 124th year of Ascendancy at 19:16 see stats
By Gary Hitler the Cornac Alchemist level 50
17th Dusk 124th year of Ascendancy at 08:44 see stats
By Gary Hitler the Cornac Alchemist level 15
73rd Haze 122nd year of Ascendancy at 04:10 see stats
By Gary Hitler the Cornac Alchemist level 40
50th Haze 123rd year of Ascendancy at 15:23 see stats
By Gary Hitler the Cornac Alchemist level 30
26th Pyre 123rd year of Ascendancy at 06:35 see stats
By Gary Hitler the Cornac Alchemist level 25
4th Pyre 123rd year of Ascendancy at 15:03 see stats
By Gary Hitler the Cornac Alchemist level 30
27th Pyre 123rd year of Ascendancy at 09:26 see stats
Log
Ran for 2 turns (stop reason: saving).
Saving game...
Saving done.
Ran for 7 turns (stop reason: interesting character).
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 outskirts of Last Hope, with no trace of the portal...
Saving game...
Today is the 7th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 8th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
You don't see how to get there...
Today is the 9th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 10th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 11st Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Saving done.
Today is the 12nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
Shining Jewel creates: voratun fire opal ring
Shining Jewel creates: voratun fire opal ring
The raging fire around Gary Hitler calms down and disappears.