
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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 | Male |
Race | Dwarf |
Class | Wanderer |
Level / Exp | 50 / 2272% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 137 (base 60) |
Constitution | 75 (base 14) |
Magic | 108 (base 32) |
Willpower | 106 (base 18) |
Cunning | 113 (base 64) |
Resources
Mana | 604/604 |
Negative | 192/192 |
Life | 1624/1624 |
Soul | 12/12 |
Psi | 186/186 |
Vim | 206/206 |
Positive | 172/172 |
Stamina | 467/467 |
Steam | 60/100 |
Healing Factor | 2.5 |
Regeneration | 127.66420088333 |
Speed
Mental | +8.21793522725% |
Attack | 0% |
Movement | +178.00664916765% |
Spell | +8.21793522725% |
Global | +130.40673868074% |
Vision
Sight | 10 |
Lite | 12.54964786986 |
Infravision | 28 |
See Stealth | 90.896545021034 |
See Invisible | 96.896545021034 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 203 |
Accuracy | 79 |
Crit Chance | 106% |
APR | 41 |
Speed | 0.92 |
Offense: Spell
Spellpower | 104 |
Crit Chance | 100% |
Speed | 0.92406124539345 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 87% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +30% |
Arcane | +53% |
Cold | +24% |
All | +7% |
Darkness | +51% |
Light | +38% |
Temporal | +33% |
Physical | +14% |
Lightning | +197% |
Fire | +27% |
Nature | +16% |
Offense: Damage Penetration
Lightning | +144% |
Physical | +53% |
Mind | +29% |
Arcane | +29% |
Cold | +49% |
All | +14% |
Defense: Base
Armour (hardiness) | 83.255795327849 (100%) |
Defense | 83 |
Ranged Defense | 92 |
Fatigue | 16 |
Physical Save | 70 |
Spell Save | 75 |
Mental Save | 70 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Darkness | + 70%( 70%) |
Light | + 60%( 70%) |
Physical | + 54%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 63% |
Silence Resistance | 100% |
Bleed Resistance | 70% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 173% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 199 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 Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 824% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (92% 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. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Horrific body | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.70 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Chronomancy / Gravity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Steamtech / Battlefield management | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Glyphs |
talent | Chant of Resistance |
talent | Thunderstorm |
talent | Augmentation |
talent | Tempest |
talent | Feather Wind |
talent | Hurricane |
talent | Reaping |
talent | Aether Permeation |
talent | Flame of Urh'Rok |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 again | active |
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 Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 103. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an 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 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. | completed |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). On weapon hit: * flashes light on your target dealing 73 damage When wielded/worn: Defense: +30 (+6 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Critical mult.: +15.00% Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 148 to 296 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 202% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +38 Crit. chance: +67.0% Capacity: 23 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +437% Damage (Melee): +8 nature / +20 arcane Damage (Ranged): +8 nature / +20 arcane When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 24% chance to reduce damage dealt by 33% Damage when hit (Melee): 4 lightning / 28 fire Changes resistances: +18% lightning / +9% fire Changes resistances penetration: +14% all Changes damage: +12% lightning / +31% darkness Physical save: +11 (+3 eff.) Blindness immunity: +43% Confusion immunity: +30% Light radius: +8 Infravision radius: +10 See stealth: +25 See invisible: +31 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 3.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight Changes stats: +9 Dex / +8 Mag / +8 Wil / +17 Lck Changes resistances: +3% blight / +19% light / +14% darkness / +6% arcane Changes damage: +17% blight / +20% arcane / +15% lightning Silence immunity: +50% Spell crit. chance: +12% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 2 nature Changes stats: +11 Wil / +11 Con Changes resistances: +6% nature / +9% lightning Changes resistances penetration: +15% lightning / +19% physical Changes damage: +9% nature Physical save: +15 (+4 eff.) Silence immunity: +50% Confusion immunity: +45% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Mindpower: +18 (+4 eff.) Movement speed: +25% It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 4 darkness Changes stats: +10 Str / +8 Wil Changes resistances: +37% darkness / +6% nature Changes resistances penetration: +20% physical Damage affinity(heal): +30% darkness Blindness immunity: +10% Disease immunity: +10% Silence immunity: +24% Disarm immunity: +10% Maximum life: +40.00 Mental crit. chance: +15% Infravision radius: +18 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 42 Damage (Melee): 22 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 42 Damage (Ranged): 35 physical Changes stats: +10 Mag / +8 Wil / +10 Cun Changes resistances: +38% lightning Changes resistances penetration: +15% arcane Changes damage: +6% blight / +9% cold / +19% lightning / +12% fire Mana each turn: +0.08 Mana when firing critical spell: +2.37 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +30 (+5 eff.) Mindpower: +14 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane / 2 light Changes stats: +8 Cun / +7 Wil Changes resistances: +40% lightning Changes damage: +20% lightning / +9% light / +15% arcane / +6% darkness Mental save: +13 (+3 eff.) Confusion immunity: +50% Life regen: +18.00 Maximum life: +93.00 Mindpower: +14 (+3 eff.) Healing mod.: +16% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +6% lightning / +27% cold Changes damage: +14% acid / +8% temporal / +7% light / +7% physical / +7% darkness / +8% fire / +8% cold / +29% lightning Cut immunity: +70% Spellpower: +11 (+2 eff.) Spell crit. chance: +12% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 484 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * shock your foe dealing 25 damage and draining some of their resources On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 nature Damage (radius 2) on crit: +63 lightning / +62 cold When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +21.0% Defense: +20 (+4 eff.) Changes resistances: +9% cold / +9% light / +3% darkness Changes resistances penetration: +35% lightning / +35% cold Reduces incoming crit damage: 15.00% Blindness immunity: +10% Disarm immunity: +59% Movement speed: +70% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 19 arcane Damage when hit (Melee): 4 light Changes stats: +10 Mag / +9 Wil / +6 Con Changes resistances: +9% arcane / +24% lightning Changes damage: +8% arcane / +3% lightning Talent granted: +5 Hand Cannon Critical mult.: +13.00% Physical save: +30 (+8 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +44% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.32 Spellpower: +16 (+2 eff.) Spell crit. chance: +18% Mental crit. chance: +18% Light radius: +4 When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +18 arcane / +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind / 8 light Changes stats: +10 Mag / +19 Wil / +8 Cun Changes resistances penetration: +15% mind / +15% lightning Changes damage: +15% light Damage against: +45% Summoned Reduced damage from: +45% Summoned Mental save: +14 (+3 eff.) Life regen: +2.70 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% Healing mod.: +23% A belt that goes around your waist. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +9 Dex / +4 Cun / +4 Con Changes resistances: +20% blight / +20% cold / +19% nature / +30% lightning Changes damage: +21% lightning / +6% temporal / +3% arcane Talent mastery: +0.30 Technique / Combat training Spell save: +12 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +11.00 Stamina each turn: +1.20 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +17 (+4 eff.) Armour: +36 Fatigue: +22% Changes stats: +6 Str / +8 Dex / +9 Mag / +10 Wil / +8 Cun Changes resistances: +26% acid / +23% physical / +21% light / +24% cold / +28% fire / +44% lightning Changes resistances penetration: +10% lightning Changes damage: +29% lightning / +12% temporal Damage affinity(heal): +20% lightning Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 35.00% Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +29% Life regen: +8.00 Stamina each turn: +2.50 Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Mindpower: +25 (+6 eff.) Mental crit. chance: +8% Movement speed: +15% Chance to avoid any damage: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 109.14 physical damage and 222.10 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 145 power out of 176/200. 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." |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Damage when hit (Melee): 12 temporal / 6 arcane / 6 darkness Changes stats: +3 Str Changes resistances: +20% temporal / +8% physical Changes resistances penetration: +33% darkness / +20% temporal Changes damage: +30% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +5 Cun Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 3 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
amazing fiery salve [power 38] amazing fiery salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 38] amazing frost salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 547] amazing healing salve [power 547]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. It can be used to heal 547 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 479] amazing pain suppressor salve [power 479]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -479 life and reduces all damage by 26% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 152] amazing unstoppable force salve [power 152]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 152 and healing factor by half Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 38] amazing water salve [power 38]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 173% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +18% blight / +9% temporal / +12% nature / +15% lightning Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 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 Keiv the Dwarf Wanderer level 42
25th Stralite 123rd year of Ascendancy at 01:27 see stats
By Keiv the Dwarf Wanderer level 42
23rd Stralite 123rd year of Ascendancy at 08:54 see stats
By Keiv the Dwarf Wanderer level 34
36th Steel 123rd year of Ascendancy at 15:10 see stats
By Keiv the Dwarf Wanderer level 46
40th Stralite 123rd year of Ascendancy at 04:05 see stats
By Keiv the Dwarf Wanderer level 50
30th Wealth 123rd year of Ascendancy at 16:37 see stats
By Keiv the Dwarf Wanderer level 45
34th Stralite 123rd year of Ascendancy at 23:36 see stats
By Keiv the Dwarf Wanderer level 32
11st Steel 123rd year of Ascendancy at 21:26 see stats
By Keiv the Dwarf Wanderer level 37
28th Gold 123rd year of Ascendancy at 15:01 see stats
By Keiv the Dwarf Wanderer level 44
32nd Stralite 123rd year of Ascendancy at 02:47 see stats
By Keiv the Dwarf Wanderer level 33
22nd Steel 123rd year of Ascendancy at 06:02 see stats
By Keiv the Dwarf Wanderer level 32
12nd Steel 123rd year of Ascendancy at 01:09 see stats
By Keiv the Dwarf Wanderer level 50
22nd Dearth 123rd year of Ascendancy at 08:39 see stats
By Keiv the Dwarf Wanderer level 24
13rd Shortage 122nd year of Ascendancy at 11:23 see stats
By Keiv the Dwarf Wanderer level 36
8th Gold 123rd year of Ascendancy at 10:05 see stats
By Keiv the Dwarf Wanderer level 34
36th Steel 123rd year of Ascendancy at 14:37 see stats
By Keiv the Dwarf Wanderer level 50
20th Dearth 123rd year of Ascendancy at 21:24 see stats
By Keiv the Dwarf Wanderer level 43
30th Stralite 123rd year of Ascendancy at 23:51 see stats
By Keiv the Dwarf Wanderer level 23
10th Shortage 122nd year of Ascendancy at 02:21 see stats
By Keiv the Dwarf Wanderer level 47
40th Stralite 123rd year of Ascendancy at 05:59 see stats
By Keiv the Dwarf Wanderer level 50
9th Dearth 123rd year of Ascendancy at 19:05 see stats
By Keiv the Dwarf Wanderer level 10
21st Dearth 122nd year of Ascendancy at 11:52 see stats
By Keiv the Dwarf Wanderer level 20
11st Loss 122nd year of Ascendancy at 16:31 see stats
By Keiv the Dwarf Wanderer level 30
19th Iron 123rd year of Ascendancy at 20:28 see stats
By Keiv the Dwarf Wanderer level 40
20th Stralite 123rd year of Ascendancy at 19:48 see stats
By Keiv the Dwarf Wanderer level 50
20th Profit 123rd year of Ascendancy at 20:15 see stats
By Keiv the Dwarf Wanderer level 50
20th Dearth 123rd year of Ascendancy at 08:29 see stats
By Keiv the Dwarf Wanderer level 37
9th Stralite 123rd year of Ascendancy at 23:42 see stats
By Keiv the Dwarf Wanderer level 50
11st Dearth 123rd year of Ascendancy at 16:35 see stats
By Keiv the Dwarf Wanderer level 33
36th Steel 123rd year of Ascendancy at 02:55 see stats
By Keiv the Dwarf Wanderer level 40
20th Stralite 123rd year of Ascendancy at 23:33 see stats
By Keiv the Dwarf Wanderer level 25
14th Shortage 122nd year of Ascendancy at 20:56 see stats
By Keiv the Dwarf Wanderer level 45
32nd Stralite 123rd year of Ascendancy at 05:16 see stats
By Keiv the Dwarf Wanderer level 6
19th Voratun 122nd year of Ascendancy at 00:37 see stats
By Keiv the Dwarf Wanderer level 50
22nd Dearth 123rd year of Ascendancy at 08:37 see stats
By Keiv the Dwarf Wanderer level 10
35th Dearth 122nd year of Ascendancy at 20:38 see stats
By Keiv the Dwarf Wanderer level 10
34th Dearth 122nd year of Ascendancy at 00:54 see stats
By Keiv the Dwarf Wanderer level 37
11st Stralite 123rd year of Ascendancy at 02:42 see stats
By Keiv the Dwarf Wanderer level 50
22nd Dearth 123rd year of Ascendancy at 08:39 see stats
By Keiv the Dwarf Wanderer level 50
9th Dearth 123rd year of Ascendancy at 18:48 see stats
By Keiv the Dwarf Wanderer level 9
16th Dearth 122nd year of Ascendancy at 23:24 see stats
By Keiv the Dwarf Wanderer level 48
16th Voratun 123rd year of Ascendancy at 02:26 see stats
By Keiv the Dwarf Wanderer level 25
14th Shortage 122nd year of Ascendancy at 07:47 see stats
By Keiv the Dwarf Wanderer level 16
45th Dearth 122nd year of Ascendancy at 02:17 see stats
By Keiv the Dwarf Wanderer level 42
23rd Stralite 123rd year of Ascendancy at 05:27 see stats
By Keiv the Dwarf Wanderer level 50
30th Wealth 123rd year of Ascendancy at 12:22 see stats
Log
There is an item here: Imp Claw
There is an item here: Fortune's Eye
There is an item here: Eye of the Dreaming One
There is an item here: Tirakai's Maul (139% power, 6 apr)
There is an item here: Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, fire)
There is an item here: Summertide Phial
There is an item here: Poruserin
There is an item here: Planar Beacon
There is an item here: Hellglean
There is an item here: Skyrage the brass lantern
There is an item here: Deepsblur
There is an item here: Cuirass of the Dark Lord (0 def, 30 armour)
There is an item here: Shimmerworth (0 def, 9 armour)
There is an item here: Radiance (15 def, 0 armour)
There is an item here: Cloth of Dreams (10 def, 0 armour)
There is an item here: cashmere cloak 'Haregastir' (2 def, 10 armour)
There is an item here: cashmere cloak 'Galedobers' (2 def, 0 armour)
There is an item here: Salomitta the Umbratrencher (2 def, 0 armour)
There is an item here: Daireromirion (2 def, 0 armour)
There is an item here: Belatolatharig the cashmere cloak (2 def, 0 armour)
There is an item here: spellcowled linen cloak of backstabbing (1 def, 0 armour)
There is an item here: Sparkcrypt the cashmere cloak (13 def, 8 armour)
There is an item here: kruk cloak of mindcraft (0 def, 0 armour)
The furious lightning storm around Keiv calms down and disappears.