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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2809% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 21 on the 16th Regrowth 123rd year of Ascendancy at 18:20 / 2Killed by rotting mummy at level 42 on the 56th Regrowth 124th year of Ascendancy at 10:30 |
Primary Stats
Strength | 38 (base 8) |
Dexterity | 24 (base 12) |
Constitution | 83 (base 60) |
Magic | 103 (base 66) |
Willpower | 69 (base 34) |
Cunning | 127 (base 60) |
Resources
Life | 990/990 |
Mana | 787/787 |
Soul | 7/13 |
Healing Factor | 1.5335640288597 |
Regeneration | 31.05467158441 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 9 |
Infravision | 19 |
See Stealth | 87.242677126183 |
See Invisible | 101.24267712618 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 67 |
Accuracy | 28 |
Crit Chance | 57% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 98 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +34% |
Darkness | +141% |
Light | +55% |
Temporal | +35% |
Blight | +59% |
Arcane | +39% |
Cold | +59% |
All | +27% |
Offense: Damage Penetration
Darkness | +119% |
Light | +35% |
Temporal | +35% |
Physical | +40% |
Cold | +75% |
All | +25% |
Defense: Base
Armour (hardiness) | 85 (35.65183292883%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 91 |
Mental Save | 91 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Darkness | + 70%( 70%) |
Light | + 38%( 70%) |
Temporal | + 52%( 70%) |
Physical | + 37%( 70%) |
Fire | + 44%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 94% |
Bleed Resistance | 100% |
Teleport Resistance | 49% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (5/5)
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 64 up to 8 times. Its effects scale with your Constitution 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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 8 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 125 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Eternal Night |
talent | Doomed For Eternity |
talent | Grim Shadow |
talent | Erupting Shadows |
talent | Golden Age of Necromancy |
talent | Premonition |
talent | Reaping |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 50. Commander of the Dead |
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 gave the Orb of Many Ways to Tannen to study while you 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Yveldawen the mountain troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Porywen the skeleton mage. Escort: worried loremaster (level 3 of Dreadfell) | 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 |
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. 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 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 Possessed. | 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 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: 2421. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. * You've found the needed ritch stinger. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 Clear | active |
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 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +14% darkness +10% temporal defense ------ Armor +5 Resistance +19% darkness +21% temporal Silence Resist +34% Confus Resist +41% Stun Resist +30% Out-of-Phase Defense +21 Out-of-Phase Resistance +16% Out-of-Phase Resilience +25% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Critical power +20.00% Spellpower +20 (+4 eff.) Damage +6% arcane +6% blight When Hit 10 blight defense ------ Blind Resist +31% Confus Resist +20% other ------- Max mana +80.00 Max vim +20.00 Light +7 See Stealth +13 See Invisibility +12 Track: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +14 Cun +4 Wil offense ------ Mindpower +5 (+1 eff.) Damage +7% light +8% temporal +11% darkness +7% physical Ignore resists +25% darkness When Hit 10 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 32% defense ------ Defense +3 (+1 eff.) Mind save +11 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% light defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +9% fire Silence Resist +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Mag +8 Wil +16 Cun offense ------ Spell Crit +5% Spellpower +12 (+2 eff.) Mindpower +15 (+4 eff.) Damage +6% arcane When Hit 10 blight defense ------ Spell save +6 (+1 eff.) Life +100.00 Life Regen +20.00 Healmod +20% Blind Resist +50% other ------- Max mana +80.00 Infravision +6 See Stealth +25 See Invisibility +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +18 Str +8 Con offense ------ Physical Power +11 (+3 eff.) Damage +16% darkness defense ------ Armor +16 Resistance +32% darkness +3% acid Physical save +6 (+1 eff.) Mind save +12 (+3 eff.) Unlife -80.00 life Silence Resist +20% other ------- Max vim +30.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 403, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +14.0% Spell Crit +5% Spellpower +32 (+6 eff.) On-Hit 36 arcane Damage +9% light +40% darkness Ignore resists +5% darkness Ignore Shields +26% On-Hit (Melee): * 10% chance to reduce damage dealt by 32% defense ------ Defense +18 (+5 eff.) Resistance +3% light +3% darkness Shield Power +13% other ------- Max mana +85.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 3.0 Power cost 17 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 32.38 mind and 61.43 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 27. Terrified: Deals 7.62 mind and 14.45 darkness damage per turn and increases cooldowns by 42%. Haunted: Causes the target to suffer 12.70 mind and 24.10 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +12 Cun +5 Mag offense ------ Spell Crit +15% Critical power +20.00% Spellpower +43 (+8 eff.) Damage +26% blight +20% all Ignore resists +15% physical defense ------ Armor +8 Resistance +26% blight +15% all Physical save +3 (+1 eff.) other ------- Mana/turn +0.24 Hate-on-crit +5.00 Psi-on-crit +5.00 Max mana +99.00 Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +30.00% Accuracy +15 (+7 eff.) Ignore Armor +15 defense ------ Armor +17 Defense +3 (+1 eff.) Resistance +6% acid +36% cold +3% physical +6% fire Spell save +3 (+0 eff.) Stealth +15 Unlife -40.00 life Life +60.00 Disease Resist +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +10 Con offense ------ On-Hit 15 light 12 darkness Damage +12% light +15% darkness When Hit: * 12% chance to reduce damage dealt by 32% * 13% chance to blind defense ------ Resistance +6% temporal +3% cold +3% light +1% physical Crit Resistance 5.00% Physical save +12 (+3 eff.) Blind Resist +40% Silence Resist +20% Disarm Resist +20% Confus Resist +10% other ------- Infravision +10 Sight +2 See Invisibility +15 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -198 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 198 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -533 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 533 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Defense +30 (+8 eff.) Resistance +21% acid +9% fire Crit Resistance 10.00% Mind save +15 (+3 eff.) Cut Resist +20% Confus Resist +12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +9 Str +12 Dex +6 Wil +4 Con offense ------ Mindpower +30 (+7 eff.) Ignore resists +25% mind When Hit 10 darkness other ------- Psi when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +10 Cun +10 Con offense ------ Move Speed +10% Ignore resists +30% nature defense ------ Fatigue -10% Resistance +30% light +30% darkness +30% fire +6% nature +28% cold Crit Resistance 17.75% Life Regen +4.00 Blind Resist +50% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +1.40 Light +1 See Invisibility +6 Masteries +0.26 Spell/Spectre +0.26 Spell/Nightfall Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +5 Wil +9 Cun +10 Con offense ------ Mindpower +15 (+4 eff.) Move Speed +10% Damage +3% light Ignore resists +10% lightning defense ------ Fatigue -20% Resistance +6% fire +2% physical Physical save +25 (+6 eff.) Spell save +25 (+5 eff.) Mind save +52 (+10 eff.) Life +60.00 Life Regen +10.00 Healmod +24% Confus Resist +25% other ------- Stamina/turn +1.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +9 Wil +8 Con offense ------ Mind Crit +2% Physical Power +10 (+3 eff.) Ignore resists +10% mind Accuracy +12 (+6 eff.) defense ------ Life +72.00 Life Regen +17.00 Healmod +16% other ------- Hate-on-crit +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +2 Wil offense ------ Critical power +20.00% Damage +6% arcane defense ------ Resistance +9% light Silence Resist +27% other ------- Mana/turn +0.19 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Dex +8 Mag +7 Wil offense ------ Spellpower +15 (+3 eff.) Damage +39% light Ignore resists +15% blight On-Hit (Melee): * 20% chance to reduce armor by 49% defense ------ Armor +6 Resistance +23% acid +78% light +29% fire +30% lightning +30% cold other ------- Stamina/turn +3.00 Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +21% acid +13% cold On-Hit (Melee): * 10% chance to reduce armor by 49% defense ------ Resistance +6% darkness +26% cold Disease Resist +20% Stun Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Damage +14% acid defense ------ Resistance +28% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Resistance +20% acid +13% fire +14% lightning +19% cold Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+2 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Mag +6 Wil +4 Cun offense ------ Spellpower/crit +10 Damage +9% arcane Ignore resists +5% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 40 defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +9% blight Poison Resist +22% Disease Resist +19% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Con offense ------ Damage +20% arcane Accuracy +16 (+8 eff.) Ignore Armor +17 When Hit 2 nature defense ------ Defense +17 (+5 eff.) Resistance +12% lightning +1% physical +20% arcane Physical save +12 (+3 eff.) Spell save +19 (+4 eff.) Life +86.00 Life Regen +24.73 Healmod +20% Cut Resist +24% other ------- Max stamina +40.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+7 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +7 Dex +4 Cun +8 Lck offense ------ Damage +12% physical Ignore Armor +1 defense ------ Armor +6 Stealth +8 Unlife -40.00 life other ------- Disarm Traps +11 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Str defense ------ Crit Resistance 15.00% Life +39.00 Disease Resist +20% Cut Resist +10% Stun Resist +20% Teleport Resist +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Con offense ------ Critical power +10.00% Accuracy +10 (+5 eff.) On-Hit (Melee): * 24% chance to slow global speed by 68% defense ------ Defense +18 (+5 eff.) Resistance +40% nature +40% blight Physical save +14 (+3 eff.) Life +170.00 Life Regen +15.00 Healmod +40% other ------- Max stamina +35.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +21% temporal defense ------ Defense +2 (+1 eff.) Resistance +5% arcane +6% lightning Physical save +6 (+1 eff.) Unlife -80.00 life Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +10 Con offense ------ Damage +12% physical Ignore resists +5% light +20% acid defense ------ Armor +4 Defense +28 (+7 eff.) Resistance +20% nature +20% blight Physical save +14 (+3 eff.) Spell save +12 (+2 eff.) Mind save +15 (+3 eff.) Life +108.00 Life Regen +11.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +2 Dex offense ------ Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +17% darkness +14% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 254 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 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +13% darkness +16% temporal defense ------ Armor +3 Resistance +13% darkness +15% temporal Silence Resist +32% Confus Resist +30% Stun Resist +25% Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +16% A pair of boots made of leather. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +8 Mag +7 Wil offense ------ Spellpower +13 (+3 eff.) On-Hit 12 arcane Damage +9% arcane +6% acid Ignore resists +5% mind +10% acid Accuracy +12 (+6 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 40 defense ------ Armor +2 Resistance +8% arcane 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 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.0 Power cost 22 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +6 Str +10 Wil offense ------ Physical Crit +10.0% Mind Crit +10% Damage +18% acid When Hit 4 arcane 4 mind defense ------ Resistance +6% acid other ------- Hate-on-crit +5.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 68 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% mind Ignore Armor +3 When Hit 4 physical defense ------ Defense +20 (+5 eff.) Unlife -40.00 life Life +50.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +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 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Wil offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 40 other ------- Infravision +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 141 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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 Negromancer the Higher Necromancer level 39
74th Haze 123rd year of Ascendancy at 20:45 see stats
By Negromancer the Higher Necromancer level 42
8th Regrowth 124th year of Ascendancy at 09:01 see stats
By Negromancer the Higher Necromancer level 38
46th Haze 123rd year of Ascendancy at 12:00 see stats
By Negromancer the Higher Necromancer level 30
18th Pyre 123rd year of Ascendancy at 21:35 see stats
By Negromancer the Lich Necromancer level 43
5th Pyre 124th year of Ascendancy at 13:42 see stats
By Negromancer the Lich Necromancer level 49
2nd Summertide 124th year of Ascendancy at 02:24 see stats
By Negromancer the Lich Necromancer level 42
80th Regrowth 124th year of Ascendancy at 21:18 see stats
By Negromancer the Higher Necromancer level 9
11st Haze 122nd year of Ascendancy at 19:16 see stats
By Negromancer the Higher Necromancer level 41
2nd Decay 123rd year of Ascendancy at 04:05 see stats
By Negromancer the Higher Necromancer level 32
44th Pyre 123rd year of Ascendancy at 06:58 see stats
By Negromancer the Higher Necromancer level 32
44th Pyre 123rd year of Ascendancy at 11:17 see stats
By Negromancer the Lich Necromancer level 50
51st Haze 124th year of Ascendancy at 21:56 see stats
By Negromancer the Higher Necromancer level 23
26th Regrowth 123rd year of Ascendancy at 10:17 see stats
By Negromancer the Higher Necromancer level 34
72nd Pyre 123rd year of Ascendancy at 09:56 see stats
By Negromancer the Higher Necromancer level 30
22nd Pyre 123rd year of Ascendancy at 06:52 see stats
By Negromancer the Lich Necromancer level 50
45th Haze 124th year of Ascendancy at 22:36 see stats
By Negromancer the Higher Necromancer level 36
67th Dusk 123rd year of Ascendancy at 07:42 see stats
By Negromancer the Lich Necromancer level 45
5th Pyre 124th year of Ascendancy at 16:03 see stats
By Negromancer the Higher Necromancer level 10
39th Haze 122nd year of Ascendancy at 10:36 see stats
By Negromancer the Higher Necromancer level 20
10th Regrowth 123rd year of Ascendancy at 20:12 see stats
By Negromancer the Higher Necromancer level 30
18th Pyre 123rd year of Ascendancy at 14:07 see stats
By Negromancer the Higher Necromancer level 40
78th Haze 123rd year of Ascendancy at 05:59 see stats
By Negromancer the Lich Necromancer level 50
5th Dusk 124th year of Ascendancy at 07:48 see stats
By Negromancer the Lich Necromancer level 42
56th Regrowth 124th year of Ascendancy at 10:30 see stats
By Negromancer the Lich Necromancer level 50
26th Haze 124th year of Ascendancy at 09:18 see stats
By Negromancer the Lich Necromancer level 50
67th Dusk 124th year of Ascendancy at 21:20 see stats
By Negromancer the Higher Necromancer level 24
73rd Regrowth 123rd year of Ascendancy at 22:34 see stats
By Negromancer the Lich Necromancer level 50
6th Dusk 124th year of Ascendancy at 02:33 see stats
By Negromancer the Higher Necromancer level 25
3rd Pyre 123rd year of Ascendancy at 20:38 see stats
By Negromancer the Lich Necromancer level 42
66th Regrowth 124th year of Ascendancy at 01:35 see stats
By Negromancer the Lich Necromancer level 50
51st Haze 124th year of Ascendancy at 21:53 see stats
By Negromancer the Higher Necromancer level 1
74th Pyre 122nd year of Ascendancy at 16:21 see stats
By Negromancer the Higher Necromancer level 8
1st Time of Equilibrium 122nd year of Ascendancy at 11:45 see stats
By Negromancer the Higher Necromancer level 42
8th Regrowth 124th year of Ascendancy at 09:01 see stats
By Negromancer the Lich Necromancer level 50
51st Haze 124th year of Ascendancy at 21:56 see stats
By Negromancer the Higher Necromancer level 13
73rd Haze 122nd year of Ascendancy at 17:26 see stats
By Negromancer the Lich Necromancer level 46
28th Pyre 124th year of Ascendancy at 22:48 see stats
By Negromancer the Higher Necromancer level 23
25th Regrowth 123rd year of Ascendancy at 12:51 see stats
By Negromancer the Higher Necromancer level 16
1st Allure 123rd year of Ascendancy at 08:45 see stats
By Negromancer the Higher Necromancer level 21
16th Regrowth 123rd year of Ascendancy at 18:20 see stats
By Negromancer the Higher Necromancer level 38
45th Haze 123rd year of Ascendancy at 21:27 see stats
Log
You gain 7.79 gold from the transmogrification of fortifying voratun mail armour of natural resilience (5 def, 10 armour).
You gain 8.17 gold from the transmogrification of fearforged voratun mail armour of lightning resistance (5 def, 10 armour).
You gain 4.53 gold from the transmogrification of miner's voratun helm of might (0 def, 10 armour).
You gain 2.97 gold from the transmogrification of drakeskin leather cap of trickery (0 def, 5 armour).
You gain 14.10 gold from the transmogrification of invigorating pair of voratun boots of speed (0 def, 5 armour).
You gain 2.89 gold from the transmogrification of blood-soaked pair of drakeskin leather boots (0 def, 5 armour).
You gain 8.11 gold from the transmogrification of spellwoven elven-silk robe of Linaniil (0 def, 0 armour).
You gain 9.69 gold from the transmogrification of elven-silk robe of Angolwen (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Freezesmasher the elven-silk cloak (3 def, 0 armour).
You gain 4.06 gold from the transmogrification of hateful voratun waraxe of massacre (56-79 power, 6 apr).
You gain 7.25 gold from the transmogrification of mighty drakeskin leather sling of recursion.
You gain 2.50 gold from the transmogrification of voratun longsword of projection (42-59 power, 6 apr).
You gain 6.51 gold from the transmogrification of dragonbone longbow of true flight.
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Hazewreck'.
You gain 12.69 gold from the transmogrification of balanced voratun greatmaul of evisceration (65-98 power, 4 apr).
You gain 10.20 gold from the transmogrification of voratun ring of speed.
You gain 13.71 gold from the transmogrification of voratun ring of life.
You gain 2.32 gold from the transmogrification of blink rune (range 8; phase 26; cd 20).
You gain 2.04 gold from the transmogrification of regeneration infusion (heal 514; 17 cd).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Negromancer uses Track.
Talent Track is ready to use.
Negromancer uses Track.
Saving done.
Today is the 55th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.