












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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Arcane Blade |
Level / Exp | 50 / 1435% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 65 (base 17) |
Dexterity | 105 (base 60) |
Constitution | 70 (base 32) |
Magic | 137 (base 61) |
Willpower | 60 (base 15) |
Cunning | 128 (base 62) |
Resources
Life | 1931/1931 |
Mana | 504/504 |
Stamina | 387/387 |
Equilibrium | 20 |
Healing Factor | 1.3772792565121 |
Regeneration | 0.34431981412803 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +56.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 49.390415961552 |
See Invisible | 49.390415961552 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 78 |
Crit Chance | 86% |
APR | 12 |
Speed | 1.11 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +114% |
Light | +23% |
Blight | +22% |
Arcane | +13% |
Fire | +19% |
All | +7% |
Offense: Damage Penetration
Darkness | +37% |
Temporal | +41% |
Lightning | +50% |
Arcane | +30% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 73.272470511507 (77.946778433524%) |
Defense | 89 |
Ranged Defense | 96 |
Fatigue | 0 |
Physical Save | 74 |
Spell Save | 64 |
Mental Save | 67 |
Defense: Resistances
Physical | + 44%( 70%) |
Cold | + 40%( 70%) |
All | + 32%( 70%) |
Darkness | + 55%( 70%) |
Light | + 34%( 70%) |
Temporal | + 43%( 70%) |
Mind | + 34%( 70%) |
Fire | + 42%( 70%) |
Lightning | + 61%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 80% |
Silence Resistance | 84% |
Disarm Resistance | 48% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1317 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 4 turns and blocking 351 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 884% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortress |
talent | Thunderstorm |
talent | Arcane Shield |
talent | Precise Strikes |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Arcane Feed |
talent | Shielding |
talent | Shock Hands |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by barrow wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 Shardskin. * 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 |
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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1360. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Slasul and killed Ukllmswwik. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +16% temporal ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +16% temporal Silence- +27% Confus- +38% Stun/Frz- +20% Def/telep +16 Res/telep +12% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +10 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 282.96 light damage. At talent level 3 you gain 43% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +6 Wil +11 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) S.pwr/crit +2 Mov.spd +15% Dmg.mod +31% lightning Melee Ret 4 arcane ----- def ----- Defense +6 (+1 eff.) Resists +22% lightning Ignore.dmg +8% Affinity +20% lightning ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +12% fire Res.pen +10% cold ----- def ----- Resists +12% cold +9% fire Max.HP +26.00 Silence- +37% Disarm- +28% Pinning- +44% Knockbk- +24% ---------- misc Mana/turn +0.22 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +5 Str +6 Dex +10 Wil +6 Cun dps ---------- Dmg.mod +6% blight Res.pen +5% arcane ----- def ----- Armour +13 Resists +3% mind Phys.save +20 (+5 eff.) Spell.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Anom.red +18 Max.HP +113.00 ---------- misc Max.mana +65.00 Max.stam +65.00 Max.hate +18.00 Max.psi +36.00 Max.vim +70.00 Max.P.En +36.00 Max.N.En +34.00 Create a temporary shield that absorbs 597 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +15% Spell.pwr +31 (+6 eff.) S.pwr/crit +6 Dmg.mod +9% blight +6% arcane +35% lightning Phasing +20% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Cun dps ---------- Res.pen +10% lightning ----- def ----- Armour +2 Resists +3% light Phys.save +17 (+5 eff.) Max.HP +80.00 Disarm- +20% Confus- +10% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +11.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Invisible. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. This object's appearance was changed to Robe of the Worm of life. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +1 Wil dps ---------- Phys.crit +1.0% ----- def ----- Defense +2 (+0 eff.) Resists +6% fire Crit.chn- 10.00% Blind- +20% Silence- +20% Stun/Frz- +20% 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 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (193). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1014 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 1098 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% lightning +12% cold Res.pen +10% light Melee Ret 6 cold ----- def ----- Heal.mod +17% Cut- +60% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +18.00% Phys.pwr +20 (+5 eff.) Spell.pwr +13 (+3 eff.) Dmg.mod +13% blight +29% fire +21% physical Res.pen +20% physical Acc +31 (+6 eff.) ----- def ----- Defense +20 (+4 eff.) Resists +21% fire Amulets make your neck look great! |
![]() 1.0 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 T5 ring jewelry [Random Unique] Master While equipped: Stats +12 Cun +7 Dex dps ---------- Mind.crit +3% Crit.mult +5.00% Mov.spd +24% Acc +21 (+4 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +6% acid +12% fire HP.reg +4.00 Stun/Frz- +40% Blinding Speed: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +10% lightning Melee Ret 4 acid ----- def ----- Resists +20% lightning +3% fire +21% acid Phys.save +8 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +7 (+1 eff.) Apr +9 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% fire Acc +6 (+1 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +14% physical ----- def ----- Resists +14% physical Phys.save +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 nature +16 light On Crit.r2 +4 light While equipped: Stats +10 Str +19 Dex +14 Mag +9 Wil +16 Cun +12 Con dps ---------- Phys.spd +10% Res.pen +5% light Acc +24 (+4 eff.) Melee Ret 2 lightning ----- def ----- Resists +6% lightning ---------- misc Light +3 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +9 (+1 eff.) Sharp, short and deadly. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+9 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +28 (+6 eff.) S.pwr/crit +7 Dmg.mod +30% darkness Res.pen +15% cold Phasing +24% Melee Ret 6 temporal ----- def ----- Defense +17 (+3 eff.) Shield.pwr +11% Phys.save +7 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+2 eff.) Anom.red +15 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 74.49 to 89.39 darkness damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +24 (+5 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Defense +15 (+3 eff.) Resists +2% physical Crit.chn- 10.00% Confus- +20% ---------- misc Mana/turn +0.35 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +10 Cun +14 Con dps ---------- Spell.crit +18% Crit.mult +50.00% Spell.pwr +25 (+5 eff.) Dmg.mod +3% acid +6% cold +6% light +30% fire Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 48% ----- def ----- Resists +6% acid +12% light HP.reg +1.50 Heal.mod +30% ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +50.00 Max.N.En +43.00 Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Con ----- def ----- Armour +16 Resists +6% cold Max.HP +80.00 Heal.mod +15% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun ----- def ----- Resists +3% nature +15% cold Phys.save +13 (+4 eff.) Spell.save +21 (+5 eff.) Mind.save +12 (+3 eff.) Teleport- +20% ---------- misc Max.psi +20.00 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +9 Wil +10 Cun +5 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% arcane +9% temporal Res.pen +15% temporal Against +28% Summoned On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature D.Red.from +16% Summoned Phys.save +19 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +28 (+7 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Apr +3 On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +25 (+5 eff.) Resists +10% acid +20% light +27% fire +9% cold +10% lightning Phys.save +12 (+3 eff.) Stealth +12 Die.at -80.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +20% lightning ----- def ----- Resists +30% lightning +13% all Mind.save +6 (+2 eff.) Heal.mod +5% Blind- +20% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Eel-skin armour. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +7 Mag +3 Wil +3 Con dps ---------- Phys.crit +1.0% Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +11% physical +24% temporal +10% arcane +8% all Res.pen +7% temporal +7% physical Acc +25 (+5 eff.) Melee Ret 4 fire ----- def ----- Resists +2% physical +11% all Anom.red +13 ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Robe of the Worm of life. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +8 Dex dps ---------- Dmg.mod +9% mind Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +5 Resists +5% physical +12% nature +15% fire Spell.save +9 (+2 eff.) Stealth +15 Disarm- +20% A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Apr +4 ----- def ----- Armour +6 Fatigue +4% Resists +13% mind +6% nature Mind.save +22 (+6 eff.) Die.at -80.00 life HP.reg +4.00 Confus- +29% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +14 Str +8 Dex +5 Con dps ---------- Dmg.mod +6% temporal Res.pen +15% nature Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +5% Resists +3% nature Phys.save +13 (+4 eff.) Mind.save +15 (+4 eff.) ---------- misc Infravis +2 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +5 Mag +3 Wil +5 Con dps ---------- Crit.mult +10.00% Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +16% darkness +13% temporal Def/telep +15 Res/telep +13% Dur/telep +14% Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: Stats +3 Wil +4 Mag ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +15% temporal +5% physical Crit.chn- 15.00% Phys.save +21 (+6 eff.) Silence- +20% Disarm- +20% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Res.pen +10% cold ----- def ----- Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Max.mana +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 25% ----- def ----- Resists +3% cold Spell.save +15 (+4 eff.) Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 301/400 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 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Str +3 Mag +5 Wil Harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 25% for 2 turns. 100% to increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +7% Res.pen +10% lightning +15% blight Create a shield absorbing up to 940 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Mind.crit +1% Crit.mult +5.00% ---------- misc Mana/turn +0.04 Max.hate +10.00 See.Invis +12 Wards +6 acid +6 temporal +5 arcane +6 mind Talents +1 Ward Create a shield absorbing up to 869 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% 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.
Achievements
By Quasar the Dwarf Arcane Blade level 32
16th Steel 124th year of Ascendancy at 11:34 see stats
By Quasar the Dwarf Arcane Blade level 32
24th Profit 123rd year of Ascendancy at 13:23 see stats
By Quasar the Dwarf Arcane Blade level 38
37th Stralite 124th year of Ascendancy at 18:33 see stats
By Quasar the Dwarf Arcane Blade level 38
25th Stralite 124th year of Ascendancy at 17:00 see stats
By Quasar the Dwarf Arcane Blade level 44
30th Steel 125th year of Ascendancy at 06:33 see stats
By Quasar the Dwarf Arcane Blade level 35
29th Steel 124th year of Ascendancy at 07:55 see stats
By Quasar the Dwarf Arcane Blade level 25
36th Steel 123rd year of Ascendancy at 13:27 see stats
By Quasar the Dwarf Arcane Blade level 17
10th Shortage 122nd year of Ascendancy at 16:08 see stats
By Quasar the Dwarf Arcane Blade level 33
22nd Steel 124th year of Ascendancy at 23:21 see stats
By Quasar the Dwarf Arcane Blade level 26
2nd Gold 123rd year of Ascendancy at 20:27 see stats
By Quasar the Dwarf Arcane Blade level 50
11st Wealth 125th year of Ascendancy at 09:17 see stats
By Quasar the Dwarf Arcane Blade level 20
29th Iron 123rd year of Ascendancy at 11:45 see stats
By Quasar the Dwarf Arcane Blade level 26
6th Gold 123rd year of Ascendancy at 14:43 see stats
By Quasar the Dwarf Arcane Blade level 35
13rd Stralite 124th year of Ascendancy at 20:13 see stats
By Quasar the Dwarf Arcane Blade level 50
4th Wealth 125th year of Ascendancy at 22:19 see stats
By Quasar the Dwarf Arcane Blade level 36
18th Stralite 124th year of Ascendancy at 22:48 see stats
By Quasar the Dwarf Arcane Blade level 28
8th Profit 123rd year of Ascendancy at 06:59 see stats
By Quasar the Dwarf Arcane Blade level 10
28th Dearth 122nd year of Ascendancy at 16:30 see stats
By Quasar the Dwarf Arcane Blade level 20
18th Iron 123rd year of Ascendancy at 16:49 see stats
By Quasar the Dwarf Arcane Blade level 30
17th Profit 123rd year of Ascendancy at 16:53 see stats
By Quasar the Dwarf Arcane Blade level 40
29th Loss 124th year of Ascendancy at 16:28 see stats
By Quasar the Dwarf Arcane Blade level 50
28th Voratun 125th year of Ascendancy at 02:41 see stats
By Quasar the Dwarf Arcane Blade level 50
7th Profit 125th year of Ascendancy at 08:08 see stats
By Quasar the Dwarf Arcane Blade level 26
24th Gold 123rd year of Ascendancy at 16:47 see stats
By Quasar the Dwarf Arcane Blade level 50
34th Profit 125th year of Ascendancy at 21:51 see stats
By Quasar the Dwarf Arcane Blade level 23
33rd Steel 123rd year of Ascendancy at 12:32 see stats
By Quasar the Dwarf Arcane Blade level 15
29th Loss 122nd year of Ascendancy at 16:48 see stats
By Quasar the Dwarf Arcane Blade level 34
23rd Steel 124th year of Ascendancy at 04:17 see stats
By Quasar the Dwarf Arcane Blade level 6
19th Voratun 122nd year of Ascendancy at 12:30 see stats
By Quasar the Dwarf Arcane Blade level 50
11st Wealth 125th year of Ascendancy at 09:15 see stats
By Quasar the Dwarf Arcane Blade level 9
17th Dearth 122nd year of Ascendancy at 12:04 see stats
By Quasar the Dwarf Arcane Blade level 26
4th Stralite 123rd year of Ascendancy at 02:25 see stats
By Quasar the Dwarf Arcane Blade level 50
11st Wealth 125th year of Ascendancy at 09:17 see stats
By Quasar the Dwarf Arcane Blade level 41
7th Iron 125th year of Ascendancy at 07:22 see stats
By Quasar the Dwarf Arcane Blade level 10
33rd Dearth 122nd year of Ascendancy at 00:33 see stats
By Quasar the Dwarf Arcane Blade level 38
35th Profit 124th year of Ascendancy at 01:10 see stats
By Quasar the Dwarf Arcane Blade level 29
15th Profit 123rd year of Ascendancy at 15:19 see stats
By Quasar the Dwarf Arcane Blade level 18
12nd Iron 123rd year of Ascendancy at 06:42 see stats
By Quasar the Dwarf Arcane Blade level 31
24th Profit 123rd year of Ascendancy at 05:17 see stats
Log
Resting starts...
Talent Pulverizing Auger is ready to use.
Quasar is no longer surging arcane power.
Rested for 12 turns (stop reason: all resources and life at maximum).
Quasar casts Pulverizing Auger.
Crystals turns into floor.
Resting starts...
Talent Pulverizing Auger is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Resting starts...
Today is the 14th Wealth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
You don't see how to get there...
Saving game...
Saving done.
The furious lightning storm around Quasar calms down and disappears.