
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 4619% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 14 on the 46th Haze 122nd year of Ascendancy at 06:41 1 / 11Killed by Rikes's Inner Demon at level 15 on the 46th Haze 122nd year of Ascendancy at 10:10 Killed by Gelenn the elder vampire at level 23 on the 2nd Decay 122nd year of Ascendancy at 05:16 Killed by Vorota the king cobra at level 23 on the 10th Decay 122nd year of Ascendancy at 00:48 Killed by Mayytira the bone giant at level 25 on the 7th Allure 123rd year of Ascendancy at 05:42 Killed by Isywen the skeleton warrior at level 37 on the 29th Pyre 123rd year of Ascendancy at 20:19 Killed by overpowered greater multi-hued wyrm at level 46 on the 30th Haze 123rd year of Ascendancy at 01:36 Killed by Betibeth the orc warrior at level 50 on the 3rd Allure 124th year of Ascendancy at 00:26 Killed by fire drake at level 50 on the 34th Regrowth 124th year of Ascendancy at 07:03 Killed by Aerilrathra the storm drake hatchling at level 50 on the 53rd Pyre 124th year of Ascendancy at 20:36 Killed by Aerilrathra the storm drake hatchling at level 50 on the 53rd Pyre 124th year of Ascendancy at 20:55 |
Primary Stats
Strength | 31 (base 15) |
Dexterity | 76 (base 53) |
Constitution | 40 (base 35) |
Magic | 116 (base 60) |
Willpower | 59 (base 14) |
Cunning | 108 (base 62) |
Resources
Life | 448/448 |
Mana | 438/438 |
Soul | 7/16 |
Vim | 296/296 |
Healing Factor | 1.8222297605396 |
Regeneration | 34.498235093889 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | -1001 |
Infravision | 18 |
See Stealth | 69.254036314199 |
See Invisible | 73.254036314199 |
ESP Range | 10 |
ESP Kinds | undead, demon/major, demon/minor |
Offense: Mainhand
Damage | 57 |
Accuracy | 49 |
Crit Chance | 42% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 55% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 76% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +43% |
Physical | +37% |
Darkness | +117% |
Blight | +57% |
Arcane | +37% |
Cold | +38% |
All | +28% |
Offense: Damage Penetration
Darkness | +72% |
Light | +30% |
Temporal | +45% |
Nature | +35% |
Mind | +45% |
Cold | +72% |
All | +25% |
Defense: Base
Armour (hardiness) | 82 (35.65183292883%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 70 |
Mental Save | 80 |
Defense: Resistances
Blight | + 36%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 70%( 70%) |
Light | + 46%( 80%) |
Temporal | + 49%( 70%) |
Lightning | + 38%( 70%) |
Mind | + 30%( 70%) |
Fire | + 28%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 43% |
Silence Resistance | 84% |
Bleed Resistance | 100% |
Teleport Resistance | 65% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 474.54 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 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 81 up to 6 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 816 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Undead / Lich | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Erupting Shadows |
talent | Reaping |
talent | Eternal Night |
talent | Doomed For Eternity |
talent | Golden Age of Necromancy |
talent | Grim Shadow |
talent | Premonition |
talent | Hiemal Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Yvyretira the orc soldier. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by Isegathra the lesser vampire. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by dragonsfire trap. Escort: temporal explorer (level 3 of Old Forest) | failed |
You failed to protect the worried loremaster from death by gigantic corrosive tunneler. Escort: worried loremaster (level 1 of Daikara) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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. | active |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3898. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 Maj'Eyal 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! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +3% Phys.pwr +10 (+3 eff.) Mov.spd +25% Res.pen +10% nature Apr +5 ----- def ----- Armour +3 Defense +10 (+2 eff.) Die.at -80.00 life Silence- +34% Confus- +28% Stun/Frz- +33% ---------- misc Mana/turn +0.40 Max.mana +35.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +4% physical +5% all Phys.save +9 (+3 eff.) Die.at -80.00 life Cut- +20% Teleport- +20% A cap made of leather. This object's appearance was changed to X-Ray Goggles. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +46 (+9 eff.) Melee+ 16 arcane Dmg.mod +9% arcane Melee Ret 2 blight ----- def ----- Armour +5 Resists +3% lightning +9% cold +8% arcane HP.reg +7.00 ---------- misc Stam/turn +2.00 Mana/turn +0.46 Max.stam +33.00 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. This object's appearance was changed to Invisible. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +9 Dex dps ---------- Crit.mult +15.00% Dmg.mod +9% physical Acc +15 (+5 eff.) ----- def ----- Resists +9% mind Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 93 for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Dmg.mod +16% darkness +14% blight ----- def ----- Resists +17% blight +6% fire +32% darkness Mind.save +22 (+4 eff.) Die.at -60.00 life Confus- +38% Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +20% temporal ----- def ----- Resists +36% darkness +5% arcane Spell.save +9 (+3 eff.) HP.reg +7.00 Heal.mod +10% Blind- +43% Stun/Frz- +32% ---------- misc Infravis +6 See.Stealth +23 See.Invis +13 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +18.00% Spell.pwr +20 (+4 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +30% darkness Res.pen +20% mind Phasing +25% Melee Ret 6 mind ----- def ----- Defense +25 (+5 eff.) Shield.pwr +20% ---------- misc Psi/ret +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Annihilator. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 12 nature ----- def ----- Resists +7% lightning +7% temporal +6% arcane Die.at -93.64 life HP.reg +4.68 Stun/Frz- +23% ---------- misc Hate/m.crit +5.85 Max.psi +58.52 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 24 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 27.54 acid and 30.24 blight damage. If not cleared after five turns it will inflict 171.68 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This object's appearance was changed to Annihilator. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +13 Defense +3 (+0 eff.) Resists +9% lightning +27% temporal +30% darkness +36% cold Phys.save +13 (+5 eff.) Mind.save +13 (+3 eff.) Die.at -50.00 life Cut- +20% Disarm- +21% Def/telep +33 Res/telep +24% Dur/telep +39% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This object's appearance was changed to Cuirass of the Dark Lord. |
Inventory
![]() 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 Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 547.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Res.pen +10% light ----- def ----- Resists +6% nature +15% cold Crit.chn- 15.00% Die.at -40.00 life Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Crit.mult +20.00% Acc +8 (+2 eff.) Apr +20 ----- def ----- Resists +23% temporal +15% nature +6% cold Phys.save +20 (+7 eff.) Max.HP +80.00 HP.reg +13.14 Pinning- +49% Knockbk- +41% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Str +6 Mag +7 Wil +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +11 (+2 eff.) Dmg.mod +16% cold Res.pen +25% arcane Melee Ret 6 arcane ----- def ----- Resists +5% arcane +32% cold Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +16% cold ----- def ----- Resists +32% cold Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical 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 +32.00% Spell.pwr +30 (+6 eff.) S.pwr/crit +8 Melee+ 28 fire Dmg.mod +31% darkness +6% cold Res.pen +15% darkness +5% cold Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ---------- misc See.Invis +17 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 54.17 to 65.01 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+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 120 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." |
![]() 1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 136% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +13 Str +6 Dex +6 Mag +6 Wil +9 Cun +10 Con dps ---------- Dmg.mod +9% physical Acc +13 (+4 eff.) Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 45 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Mag +7 Wil +2 Cun dps ---------- Spell.crit +8% Spell.pwr +9 (+1 eff.) Dmg.mod +30% light +20% darkness Melee Ret 2 cold ----- def ----- Resists +11% blight +3% acid +15% all Mind.save +12 (+2 eff.) Max.HP +82.00 HP.reg +3.50 Heal.mod +30% Silence- +10% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.30 Psi/turn +0.26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +15% acid ----- def ----- Defense +34 (+7 eff.) Resists +27% lightning +4% physical +6% arcane +6% acid Spell.save +15 (+4 eff.) Heal.mod +23% Cut- +23% Silence- +23% Teleport- +23% ---------- misc Size +1 A belt that goes around your waist. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +14 Con dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 10 mind 26 darkness On Hit (Melee): * 18% chance to reduce all saves and defense by 32 ----- def ----- Armour +20 Hardiness +12% Resists +10% physical Mind.save -8 (-2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +25 (+8 eff.) Dmg.mod +27% darkness +16% physical +3% mind +18% arcane ----- def ----- Defense +3 (+0 eff.) Resists +47% darkness +13% physical Mind.save +12 (+2 eff.) ---------- misc Psi/ret +0.04 Max.mana +67.00 Max.hate +8.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 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. |
![]() 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 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 541.00 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 48 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +9 Wil +6 Cun dps ---------- Phys.crit +15.0% Mind.crit +13% Acc +10 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +12% mind Max.HP +78.00 Blind- +10% Silence- +10% ---------- misc Max.stam +29.00 Light +2 Infravis +6 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 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 680.96 fire damage (based on Magic). Uses 30 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 122 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 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +15% acid +9% mind Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 47% ----- def ----- Resists +9% mind Setup a psionic shield, reducing all damage taken by 163 for 5 turns Puts all charms on 15 cooldown 100% to heal for 99. 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 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 276.48 temporal and 469.30 darkness damage (based on Magic). Uses 12 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 Reveal the area around you, dispelling darkness (radius 16, power 97 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Rikes the Lich Necromancer level 40
37th Pyre 123rd year of Ascendancy at 21:30 see stats
By Rikes the Yeek Necromancer level 27
7th Regrowth 123rd year of Ascendancy at 03:09 see stats
By Rikes the Lich Necromancer level 40
36th Pyre 123rd year of Ascendancy at 07:01 see stats
By Rikes the Yeek Necromancer level 34
1st Pyre 123rd year of Ascendancy at 11:34 see stats
By Rikes the Lich Necromancer level 46
30th Haze 123rd year of Ascendancy at 01:06 see stats
By Rikes the Lich Necromancer level 50
8th Decay 123rd year of Ascendancy at 01:57 see stats
By Rikes the Lich Necromancer level 45
43rd Dusk 123rd year of Ascendancy at 17:35 see stats
By Rikes the Yeek Necromancer level 24
1st Wintertide 123rd year of Ascendancy at 05:22 see stats
By Rikes the Lich Necromancer level 50
6th Pyre 124th year of Ascendancy at 01:59 see stats
By Rikes the Lich Necromancer level 43
29th Dusk 123rd year of Ascendancy at 21:23 see stats
By Rikes the Lich Necromancer level 50
76th Regrowth 124th year of Ascendancy at 22:23 see stats
By Rikes the Yeek Necromancer level 35
23rd Pyre 123rd year of Ascendancy at 01:56 see stats
By Rikes the Lich Necromancer level 50
59th Pyre 124th year of Ascendancy at 00:15 see stats
By Rikes the Yeek Necromancer level 24
10th Decay 122nd year of Ascendancy at 17:35 see stats
By Rikes the Lich Necromancer level 42
17th Dusk 123rd year of Ascendancy at 10:08 see stats
By Rikes the Yeek Necromancer level 29
32nd Regrowth 123rd year of Ascendancy at 03:32 see stats
By Rikes the Lich Necromancer level 50
50th Pyre 124th year of Ascendancy at 05:33 see stats
By Rikes the Lich Necromancer level 50
53rd Regrowth 124th year of Ascendancy at 03:52 see stats
By Rikes the Yeek Necromancer level 27
7th Regrowth 123rd year of Ascendancy at 03:43 see stats
By Rikes the Lich Necromancer level 48
30th Haze 123rd year of Ascendancy at 08:55 see stats
By Rikes the Yeek Necromancer level 10
27th Haze 122nd year of Ascendancy at 05:23 see stats
By Rikes the Yeek Necromancer level 20
59th Haze 122nd year of Ascendancy at 04:09 see stats
By Rikes the Yeek Necromancer level 30
33rd Regrowth 123rd year of Ascendancy at 09:46 see stats
By Rikes the Lich Necromancer level 40
35th Pyre 123rd year of Ascendancy at 18:04 see stats
By Rikes the Lich Necromancer level 50
63rd Haze 123rd year of Ascendancy at 15:24 see stats
By Rikes the Lich Necromancer level 37
29th Pyre 123rd year of Ascendancy at 20:19 see stats
By Rikes the Lich Necromancer level 50
31st Pyre 124th year of Ascendancy at 02:07 see stats
By Rikes the Lich Necromancer level 42
2nd Flare 123rd year of Ascendancy at 15:50 see stats
By Rikes the Lich Necromancer level 50
59th Pyre 124th year of Ascendancy at 00:14 see stats
By Rikes the Lich Necromancer level 50
22nd Regrowth 124th year of Ascendancy at 13:57 see stats
By Rikes the Lich Necromancer level 50
75th Haze 123rd year of Ascendancy at 03:36 see stats
By Rikes the Lich Necromancer level 41
57th Pyre 123rd year of Ascendancy at 10:34 see stats
By Rikes the Yeek Necromancer level 35
23rd Pyre 123rd year of Ascendancy at 19:30 see stats
By Rikes the Lich Necromancer level 43
30th Dusk 123rd year of Ascendancy at 01:52 see stats
By Rikes the Yeek Necromancer level 27
7th Regrowth 123rd year of Ascendancy at 03:09 see stats
By Rikes the Yeek Necromancer level 1
1st Mirth 122nd year of Ascendancy at 02:08 see stats
By Rikes the Yeek Necromancer level 13
40th Haze 122nd year of Ascendancy at 22:18 see stats
By Rikes the Yeek Necromancer level 27
7th Regrowth 123rd year of Ascendancy at 03:09 see stats
By Rikes the Yeek Necromancer level 13
31st Haze 122nd year of Ascendancy at 22:51 see stats
By Rikes the Lich Necromancer level 49
56th Haze 123rd year of Ascendancy at 07:23 see stats
By Rikes the Yeek Necromancer level 34
2nd Pyre 123rd year of Ascendancy at 00:12 see stats
By Rikes the Yeek Necromancer level 33
65th Regrowth 123rd year of Ascendancy at 06:51 see stats
By Rikes the Yeek Necromancer level 28
15th Regrowth 123rd year of Ascendancy at 18:37 see stats
By Rikes the Yeek Necromancer level 18
50th Haze 122nd year of Ascendancy at 13:19 see stats
By Rikes the Lich Necromancer level 38
35th Pyre 123rd year of Ascendancy at 18:04 see stats
Log
You gain 6.24 gold from the transmogrification of elven-silk robe of life (0 def, 0 armour).
You gain 5.46 gold from the transmogrification of verdant Robe of the Worm of nature (+21%) (0 def, 0 armour).
You gain 4.22 gold from the transmogrification of shocking voratun shield of acid resistance (+30%) (0 def, 10 armour, 202.5 block).
You gain 21.82 gold from the transmogrification of Radiancegrit the voratun shield (0 def, 10 armour, 196 block).
You gain 6.53 gold from the transmogrification of wrathful living mindstar of balance (113% power, 40 apr, mind damage).
You gain 6.63 gold from the transmogrification of projecting living mindstar (117% power, 40 apr, mind damage).
You gain 11.05 gold from the transmogrification of creative living mindstar of frost (112% power, 40 apr, nature damage).
You gain 9.16 gold from the transmogrification of wyrm's pulsing mindstar of flames (104% power, 32 apr, nature damage).
You gain 5.15 gold from the transmogrification of acidic voratun dagger of daylight (148% power, 9 apr).
You gain 3.75 gold from the transmogrification of voratun waraxe of corruption (150% power, 6 apr).
You gain 12.83 gold from the transmogrification of stormbringer's voratun waraxe of projection (147% power, 6 apr).
You gain 2.50 gold from the transmogrification of voratun mace of amnesia (157% power, 6 apr).
You gain 4.25 gold from the transmogrification of arcing voratun mace of corruption (156% power, 6 apr).
You gain 4.56 gold from the transmogrification of acidic voratun longsword of paradox (151% power, 6 apr).
You gain 25.00 gold from the transmogrification of enhanced voratun greatmaul of enduring (183% power, 4 apr).
You gain 11.00 gold from the transmogrification of lifebinding dragonbone starstaff of illumination (136% power, 6 apr, light element).
You gain 15.02 gold from the transmogrification of greater dragonbone magestaff of breaching (136% power, 6 apr, fire element).
You gain 4.99 gold from the transmogrification of earthen yew magestaff of protection (120% power, 4 apr, cold element).
You gain 4.05 gold from the transmogrification of voratun ring of pilfering.
You gain 4.25 gold from the transmogrification of conjurer's voratun ring.
You gain 6.17 gold from the transmogrification of heroism infusion (die at -417; dur 9; cd 25).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Shadow casts Phase Door.
Shadow casts Phase Door.