Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
New Alchemist 1.7.6Full remake of Alchemist and gems: Changes for gems: Remake of Golem: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | New Alchemist |
Level / Exp | 50 / 1050% |
Size | medium |
Lifes / Deaths | Killed by golem (servant of sboc) at level 41 on the 15th Pyre 123rd year of Ascendancy at 06:09 / 2Killed by golem (servant of sboc) at level 50 on the 49th Dusk 123rd year of Ascendancy at 13:31 |
Primary Stats
Strength | 41 (base 26) |
Dexterity | 28 (base 16) |
Constitution | 60 (base 60) |
Magic | 91 (base 60) |
Willpower | 67 (base 60) |
Cunning | 30 (base 10) |
Resources
Life | 976/976 |
Mana | 687/763 |
Healing Factor | 1.3300507772246 |
Regeneration | 5.6527158032045 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 48.375715479246 |
See Invisible | 48.375715479246 |
Offense: Mainhand
Damage | 45 |
Accuracy | 30 |
Crit Chance | 26% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +57% |
Arcane | +35% |
Cold | +21% |
All | +5% |
Darkness | +23% |
Temporal | +14% |
Physical | +9% |
Fire | +9% |
Lightning | +9% |
Offense: Damage Penetration
Arcane | +45% |
Darkness | +30% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (51.69962066283%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 62 |
Mental Save | 60 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 56%( 70%) |
All | + 30%( 70%) |
Darkness | + 41%( 70%) |
Light | + 32%( 70%) |
Temporal | + 39%( 70%) |
Mind | + 41%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Silence Resistance | 52% |
Confusion Resistance | 62% |
Instadeath Resistance | 100% |
Stun Resistance | 84% |
Poison Resistance | 22% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Alchemy potions | 1.30 |
| 0/1 |
| 5/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 5/1 |
| 0/1 |
| 0/1 |
| 5/1 |
Spell / Gem spell | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Spell / Advanced-golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)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 Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Silence- +22% Confus- +22% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 26% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 0.0 T5 violet gem Reqs Gem related talents [Normal] While equipped: Defense +20 (+5 eff.) Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Item imbue powers: Defense +20 (+5 eff.) Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Spell.pwr +25 (+6 eff.) Res.pen +10% arcane +25% cold Phasing +20% ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Light +6 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. |
On head | ![]() 2.0 T5 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +15% mind Mind.save +24 (+6 eff.) Confus- +30% A cap made of leather. |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Armour +14 Resists +11% blight +3% darkness +10% nature +15% acid HP.reg +4.00 Poison- +22% Disease- +16% Stun/Frz- +33% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 311.69 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +4 Str +2 Dex +4 Wil +5 Cun ----- def ----- Phys.save +20 (+7 eff.) Spell.save +16 (+4 eff.) Mind.save +12 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +34 (+8 eff.) Dmg.mod +30% blight ---------- misc Mana/turn +0.43 Vim/s.crit +4.00 Max.vim +20.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +30.00% Melee+ 8 temporal Ranged+ 19 temporal Dmg.mod +9% temporal ----- def ----- Armour +3 Defense +20 (+5 eff.) Resists +12% temporal +3% light +12% cold Die.at -40.00 life Blind- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +18% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.4 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 169.43 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 54.65 physical damage and 105.28 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 742% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (176). 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. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +9 Cun +7 Dex dps ---------- Res.pen +15% blight +10% darkness +25% lightning ----- def ----- Resists +6% blight +23% mind +6% lightning Confus- +34% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +8 Dex +8 Cun +7 Con dps ---------- Crit.mult +14.00% Mov.spd +10% Acc +7 (+4 eff.) Apr +15 ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +26% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +8 Str ----- def ----- Armour +16 HP.reg +5.00 Stun/Frz- +24% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 114.82 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+5 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +16 (+8 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +6% all Acc +14 (+7 eff.) Apr +12 ----- def ----- Defense +13 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +9% cold +20% temporal Res.pen +15% cold Melee Ret 2 blight ----- def ----- Armour +8 Defense +8 (+2 eff.) Resists +6% blight +9% cold HP.reg +0.50 Heal.mod +13% ---------- misc Mana/turn +0.20 Max.mana +66.00 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +13 Wil +14 Cun dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) S.pwr/crit +8 Dmg.mod +30% darkness Phasing +22% ----- def ----- Defense +18 (+4 eff.) Shield.pwr +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+6 eff.) Dmg.mod +41% temporal ---------- misc Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master/Psionic Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 darkness Against +26% Living On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +17 (+9 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +24 (+11 eff.) Apr +17 Massive two-handed swords. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +126 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +14% Res.pen +33% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master/Psionic Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +19 mind On Hit: * 27% chance to reduce all saves and defense by 25 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Cun +5 Wil dps ---------- Phys.crit +13.0% Blunt and deadly. |
![]() 4.0 T1 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +7% all Acc +7 (+4 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Power 53.0 - 74.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 22 Ranged+ +53 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Psionic Power 51.0 - 71.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Ranged+ +50 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 158 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Nature/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 85 physical damage On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Nature/Master Power 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 158 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego] Nature Power 55.5 - 66.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +15 nature Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +5 Con dps ---------- Melee+ 16 acid 8 nature On shield block: * Deals 135 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 14 arcane resource burn On Melee Ret: * 10 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +11% acid +15% cold +12% nature ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Fatigue +8% Resists +16% nature +13% blight Max.HP +21.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 119 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +12% all +20% fire Acc +12 (+6 eff.) Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +19% light ----- def ----- Resists +28% light +15% all ---------- misc Mana/turn +0.31 Psi/turn +0.31 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +7 Str +7 Mag +7 Wil dps ---------- Spell.pwr +16 (+4 eff.) Dmg.mod +12% lightning +18% physical +20% cold +13% all ----- def ----- Resists +12% lightning +11% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +27% arcane +24% temporal ----- def ----- Resists +15% all ---------- misc Max.mana +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 19 acid 22 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +24% acid +29% fire A suit of armour made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +4 (+2 eff.) Mov.spd +25% Dmg.mod +10% blight Apr +8 ----- def ----- Armour +5 A pair of boots made of leather. It was corrupted by the digestive sack. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +42% Confus- +44% Stun/Frz- +50% ---------- misc Stam/turn +1.20 Max.stam +29.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +3 Cun +9 Mag ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 119.88 fire damage and 135.27 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Resists +16% mind Mind.save +15 (+4 eff.) Confus- +32% A cap made of leather. |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +8 Cun dps ---------- Acc +10 (+5 eff.) On Melee Ret: * 19% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +7 Cun dps ---------- Acc +9 (+5 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+3 eff.) Fatigue +5% Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem Reqs Gem related talents [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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem Reqs Gem related talents [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Deals 50% extra poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) When used as an alchemist bomb: gain 20 defense for 5 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem Reqs Gem related talents [Normal] While equipped: Armour +10 Item imbue powers: Armour +10 When used as an alchemist bomb: 50% chance to daze for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 black gem Reqs Gem related talents [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem Reqs Gem related talents [Normal] While equipped: Resists +30% lightning Item imbue powers: Resists +30% lightning When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +6% all When used as an alchemist bomb: Deals 12% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem Reqs Gem related talents [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +4 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem Reqs Gem related talents [Normal] While equipped: Spell.spd +10% Item imbue powers: Spell.spd +10% When used as an alchemist bomb: 50% chance to cleanse one magical debuff Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem Reqs Gem related talents [Normal] While equipped: Heal.mod +20% Item imbue powers: Heal.mod +20% When used as an alchemist bomb: Increases healing factor by 30% for 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem Reqs Gem related talents [Normal] While equipped: Mana/turn +2.00 Item imbue powers: Mana/turn +2.00 When used as an alchemist bomb: Mana regain 40 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +9% all When used as an alchemist bomb: Deals 18% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem Reqs Gem related talents [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Deals 10% extra physical knockback damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 black gem Reqs Gem related talents [Normal] While equipped: Resists +5% all Item imbue powers: Resists +5% all When used as an alchemist bomb: Gain affinity for all damage by 5% in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem Reqs Gem related talents [Normal] While equipped: Mana/s.crit +8.00 Item imbue powers: Mana/s.crit +8.00 When used as an alchemist bomb: Mana regain 60 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem Reqs Gem related talents [Normal] While equipped: Res.pen +12% all Acc +12 (+6 eff.) Item imbue powers: Res.pen +12% all Acc +12 (+6 eff.) When used as an alchemist bomb: 50% chance to disarm Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% all When used as an alchemist bomb: Deals 24% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem Reqs Gem related talents [Normal] While equipped: Defense +16 (+4 eff.) Phys.save +16 (+5 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) Item imbue powers: Defense +16 (+4 eff.) Phys.save +16 (+5 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+4 eff.) When used as an alchemist bomb: Deals 12% extra ice damage, may freeze or wet target. Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 black gem Reqs Gem related talents [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% When used as an alchemist bomb: Regen 150 life in 3 turns (stacks for 3 times) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 blue gem Reqs Gem related talents [Normal] While equipped: Mov.spd +25% Item imbue powers: Mov.spd +25% When used as an alchemist bomb: Gain one free move in 2 turns (stacks for 3 times) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem Reqs Gem related talents [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +15% all When used as an alchemist bomb: Deals 30% extra fireburn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 violet gem Reqs Gem related talents [Normal] While equipped: Defense +20 (+5 eff.) Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) Item imbue powers: Defense +20 (+5 eff.) Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +20 (+5 eff.) When used as an alchemist bomb: 50% chance to silence for 2 turns Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem Reqs Gem related talents [Normal] While equipped: Armour +10 Resists +5% all Item imbue powers: Armour +10 Resists +5% all When used as an alchemist bomb: Gain 25 armor in 3 turns (stacks for 3 times) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem Reqs Gem related talents [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) When used as an alchemist bomb: Bomb damage +15% 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 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +6% Spell.pwr +21 (+5 eff.) ----- def ----- Resists +12% blight +13% darkness ---------- misc Light +7 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 46 blight damage or heals 44 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1067 Base Damage: 518 Armor: 16 All Resist: 42 Puts all charms on 25 cooldown 100% to increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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? |
![]() 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 10 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. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By sboc the Shalore New Alchemist level 33
8th Decay 122nd year of Ascendancy at 09:33 see stats
By sboc the Shalore New Alchemist level 48
16th Dusk 123rd year of Ascendancy at 14:50 see stats
By sboc the Shalore New Alchemist level 32
74th Haze 122nd year of Ascendancy at 08:17 see stats
By sboc the Shalore New Alchemist level 43
77th Pyre 123rd year of Ascendancy at 07:11 see stats
By sboc the Shalore New Alchemist level 37
54th Regrowth 123rd year of Ascendancy at 08:02 see stats
By sboc the Shalore New Alchemist level 42
21st Pyre 123rd year of Ascendancy at 13:50 see stats
By sboc the Shalore New Alchemist level 37
32nd Regrowth 123rd year of Ascendancy at 16:48 see stats
By sboc the Shalore New Alchemist level 35
20th Regrowth 123rd year of Ascendancy at 01:21 see stats
By sboc the Shalore New Alchemist level 41
16th Pyre 123rd year of Ascendancy at 22:40 see stats
By sboc the Shalore New Alchemist level 36
27th Regrowth 123rd year of Ascendancy at 08:20 see stats
By sboc the Shalore New Alchemist level 42
69th Pyre 123rd year of Ascendancy at 18:57 see stats
By sboc the Shalore New Alchemist level 37
32nd Regrowth 123rd year of Ascendancy at 18:39 see stats
By sboc the Shalore New Alchemist level 17
69th Dusk 122nd year of Ascendancy at 02:02 see stats
By sboc the Shalore New Alchemist level 20
75th Dusk 122nd year of Ascendancy at 00:08 see stats
By sboc the Shalore New Alchemist level 50
43rd Dusk 123rd year of Ascendancy at 16:41 see stats
By sboc the Shalore New Alchemist level 43
72nd Pyre 123rd year of Ascendancy at 21:40 see stats
By sboc the Shalore New Alchemist level 39
54th Regrowth 123rd year of Ascendancy at 13:11 see stats
By sboc the Shalore New Alchemist level 33
75th Haze 122nd year of Ascendancy at 15:11 see stats
By sboc the Shalore New Alchemist level 10
8th Mirth 122nd year of Ascendancy at 20:36 see stats
By sboc the Shalore New Alchemist level 20
72nd Dusk 122nd year of Ascendancy at 06:00 see stats
By sboc the Shalore New Alchemist level 30
67th Haze 122nd year of Ascendancy at 16:40 see stats
By sboc the Shalore New Alchemist level 40
54th Regrowth 123rd year of Ascendancy at 16:16 see stats
By sboc the Shalore New Alchemist level 50
27th Dusk 123rd year of Ascendancy at 21:56 see stats
By sboc the Shalore New Alchemist level 50
29th Dusk 123rd year of Ascendancy at 03:01 see stats
By sboc the Shalore New Alchemist level 50
49th Dusk 123rd year of Ascendancy at 12:20 see stats
By sboc the Shalore New Alchemist level 36
26th Regrowth 123rd year of Ascendancy at 10:10 see stats
By sboc the Shalore New Alchemist level 24
38th Haze 122nd year of Ascendancy at 03:15 see stats
By sboc the Shalore New Alchemist level 37
27th Regrowth 123rd year of Ascendancy at 10:26 see stats
By sboc the Shalore New Alchemist level 50
49th Dusk 123rd year of Ascendancy at 12:19 see stats
By sboc the Shalore New Alchemist level 8
6th Mirth 122nd year of Ascendancy at 06:02 see stats
By sboc the Shalore New Alchemist level 50
29th Dusk 123rd year of Ascendancy at 00:39 see stats
By sboc the Shalore New Alchemist level 28
55th Haze 122nd year of Ascendancy at 08:48 see stats
By sboc the Shalore New Alchemist level 17
10th Dusk 122nd year of Ascendancy at 09:30 see stats
By sboc the Shalore New Alchemist level 50
49th Dusk 123rd year of Ascendancy at 12:20 see stats
By sboc the Shalore New Alchemist level 11
2nd Summertide 122nd year of Ascendancy at 01:52 see stats
By sboc the Shalore New Alchemist level 41
5th Pyre 123rd year of Ascendancy at 04:09 see stats
By sboc the Shalore New Alchemist level 29
66th Haze 122nd year of Ascendancy at 21:07 see stats
By sboc the Shalore New Alchemist level 19
71st Dusk 122nd year of Ascendancy at 12:51 see stats
By sboc the Shalore New Alchemist level 41
15th Pyre 123rd year of Ascendancy at 06:09 see stats
By sboc the Shalore New Alchemist level 31
73rd Haze 122nd year of Ascendancy at 12:57 see stats
Log
High Sun Paladin Aeryn receives 444 healing.
Rotting Disease from Golem (servant of sboc) hits High Sun Paladin Aeryn for (82 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn casts Bathe in Light.
Rotting Disease from Golem (servant of sboc) hits High Sun Paladin Aeryn for (82 absorbed), 0 blight (0 total damage).
High Sun Paladin Aeryn receives 46 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
High Sun Paladin Aeryn is free from the rotting disease.
High Sun Paladin Aeryn receives 51 healing from High Sun Paladin Aeryn's healing light area effect.
Golem (servant of sboc) is no longer surging arcane power.
Talent Rune: Acid Wave is ready to use.
There is an item here: wild infusion (res 21%; mental, physical; dur 2; cd 12)
Talent Rune: Mirror Image is ready to use.
High Sun Paladin Aeryn casts Barrier.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn stops regenerating health quickly.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 520 healing.
Golem (servant of sboc) uses Self-destruction.
Character control switched to sboc.