










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | QuickTome: Remove Escorts 1.3.1This addon is part of the QuickTome addon set. This addon removes escorts from the game. CompatibilityThis addon is guaranteed to be compatible with the rest of the QuickTome set. If it isn't, that is a bug and should be reported. This addon overloads the following files: It will not be compatible with other addons that touch these files. Also, it removes the Quest:escort:assign hook. Weight: 216875 Changelog1.0.0- Initial release Rogue stealth fix 1.5.9Minor buffs to rogue Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. Additional Randart Properties 1.5.5 QuickTome: Zone Overhaul 1.5.5 Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: QuickTome: Arena Skip 1.3.1 Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
QuickTome: Resource Tweaks 1.3.1 Convenient Digging 1.5.5 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. ZOmnibus Addon Pack 1.5.0Combines 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: High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Flexible Seeds 1.5.5Allows demon seeds to be planted without a shield. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Proper Possession 1.5.0
Frequently Asked Questions: Forbidden Cults 1.5.9Official 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.
Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.5.0Official 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Orb of Communication 1.3.1 QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies 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: Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Event Changes 1.3.1 Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Schrödinger's Lore 1.3.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. NOTE: This addon is officially deprecated in favor of Schrödinger's Lore (Mark 2). Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Square Field of Vision 1.3.1 Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. QuickTome: Item Tweaks 1.4.8 QuickTome: Remove Traps 1.3.1 QuickTome: Creature Changes 1.3.1 QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Melinda Tweaks 1.3.1 Better Item Description 1.5.5This 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 Harbinger 1.5.6 Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Manawraith |
Class | Mana Knight |
Level / Exp | 50 / 281% |
Size | big |
Lifes / Deaths | Killed by manaworm at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:09 / 31Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:28 Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:46 Killed by manaworm at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:05 Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:37 Killed by Spacial Disturbance at level 1 on the 74th Pyre 122nd year of Ascendancy at 20:28 Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 21:55 Killed by Xanubreda the losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 23:39 Killed by Xanubreda the losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 23:54 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 00:06 Killed by manaworm at level 1 on the 75th Pyre 122nd year of Ascendancy at 00:29 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 01:04 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 01:56 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 02:28 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 03:03 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 03:48 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 04:25 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 05:00 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 05:42 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 06:21 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 07:03 Killed by Xanubreda the losgoroth at level 1 on the 75th Pyre 122nd year of Ascendancy at 07:39 Killed by Silitta the manaworm at level 1 on the 75th Pyre 122nd year of Ascendancy at 08:19 Killed by Silitta the manaworm at level 3 on the 75th Pyre 122nd year of Ascendancy at 09:15 Killed by Spacial Disturbance at level 3 on the 75th Pyre 122nd year of Ascendancy at 10:31 Killed by Spacial Disturbance at level 3 on the 75th Pyre 122nd year of Ascendancy at 11:39 Killed by shadow at level 5 on the 79th Pyre 122nd year of Ascendancy at 13:26 Killed by Chamorakan at level 15 on the 3rd Summertide 122nd year of Ascendancy at 01:28 Killed by Elynn the devourer at level 15 on the 3rd Summertide 122nd year of Ascendancy at 02:19 Killed by corrupted dendritic hemospinner at level 18 on the 3rd Flare 122nd year of Ascendancy at 06:35 Killed by Chamorakan at level 36 on the 29th Haze 122nd year of Ascendancy at 05:43 |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 78 (base 60) |
Constitution | 88 (base 60) |
Magic | 113 (base 60) |
Willpower | 100 (base 60) |
Cunning | 92 (base 60) |
Resources
Life | 978/978 |
Mana | 527/527 |
Stamina | 444/444 |
Vim | 296/296 |
Healing Factor | 1.49 |
Regeneration | 3.09175 |
Speed
Mental | +7.3500000000003% |
Attack | +7.3500000000003% |
Movement | +49% |
Spell | +7.3500000000003% |
Global | +131.775% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 262 |
Accuracy | 87 |
Crit Chance | 152% |
APR | 14 |
Speed | 0.93 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 100% |
Speed | 0.93153237074988 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 91 |
Crit Chance | 84% |
Speed | 0.93153237074988 |
Offense: Damage Bonus
Acid | +23% |
Blight | +21% |
Arcane | +130% |
Mind | +43% |
All | +12% |
Lightning | +19% |
Light | +17% |
Temporal | +15% |
Physical | +52% |
Darkness | +29% |
Fire | +68% |
Cold | +26% |
Offense: Damage Penetration
Physical | +31% |
Blight | +23% |
Arcane | +138% |
Fire | +40% |
All | +11% |
Defense: Base
Armour (hardiness) | 56.857857142857 (86.09865470852%) |
Defense | 88 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 102 |
Spell Save | 88 |
Mental Save | 64 |
Defense: Resistances
Acid | + 66%( 85%) |
Blight | + 66%(115%) |
Arcane | +100%(125%) |
Mind | + 66%( 85%) |
All | + 22%( 85%) |
Lightning | + 66%( 85%) |
Physical | + 66%( 85%) |
Temporal | + 66%(115%) |
Cold | + 66%( 85%) |
Darkness | + 66%( 85%) |
Fire | + 66%( 85%) |
Nature | + 66%( 65%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Silence Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 67.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Magical Fundamentals | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane Expertimentation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Mana Flare | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Manawraith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Eldritch Combat |
talent | Secrets of the Eternals |
talent | Quicken Spells |
talent | Fiddling With Chance |
talent | Practicing With Wards |
talent | Experimental Safeguards |
talent | Pure Aether |
talent | Arcane Power |
talent | Spellcraft |
talent | Eldritch Aura |
talent | Shielding |
talent | Messing With Time |
beneficial effect | The target is surrounded by a magical shield, absorbing 675/675 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You have visited the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You elected not to visit the Rhaloren camp. * You elected not to visit the Scintillating Caves. * You have visited the Trollmire. | 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 |
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 |
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 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 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 941. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
You noticed a big storm cloud that looked kind of like a city. Or maybe it looked more like a rabbit. Anyway, the storm passed without causing any damage. Storming the city | done |
You arrived through the farportal in the Far East. Strange new world | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride and destroy their leaders. The many Prides of the Orcs* You have slain Rak'shor. * You have slain 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Welcome to Zone Overhaul! This addon greatly shortens the game, making it significantly harder. Zone Overhaul GuideIt is recommended that you complete the original Tales of Maj'Eyal at least once before using Zone Overhaul, as Zone Overhaul removes some story elements. Please note the following important changes: - Many zones are removed or shortened. - Zones now have fixed levels, and do not adjust themselves to your character level. - There are no shops except for Urthol's Wondrous Emporium. - The Brotherhood of Alchemists quest is gone, but you will receive 2 more class and generic talent points to compensate. - You will find fewer items, but they will be of higher quality. - There are no more "backup guardians". - Joining Zigur will grant you the Fungus talent category immediately. - You won't be able to enter the Infinite Dungeon. You may visit up to two of these zones Heart of the Gloom Norgos' Lair Rhaloren Camp Ruins of Kor'Pul Scintillating Caves Trollmire Other available zones Thieves' Tunnels The Maze Old Forest Daikara Temporal Rift Golem Graveyard Halfling Ruins Lake of Nur Sher'Tul Fortress Tempest Peak Dreadfell Crypt of Kryl'Feijan Mark of the Spellblaze Lost Dwarven Kingdom of Reknor Vor Armoury Rak'Vor Pride Grushbat Pride Valley of the Moon Slime Tunnels High Peak Available towns Angolwen Gates of Morning Last Hope Zigur (Your race or class may provide a few additional zones). | active |
Equipment
On feet | ![]() 2.0 T5 feet armor [Unique] Nature/Master While equipped: Stats +8 Str +8 Con ----- def ----- Armour +5 Defense +5 (+1 eff.) Max.HP +50.00 ---------- misc Stam/turn +1.00 Max.stam +50.00 Max.Air +50.00 Masteries +0.20 Technique/Field control +0.20 Technique/Combat techniques +0.20 Technique/Combat veteran The sturdiest boots you have ever seen. Wearing them makes you feel tireless. Perfect for a hiking trip all over Eyal. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% blight +18% fire +9% arcane Res.pen +25% arcane +11% all Apr +8 ---------- misc Max.mana +40.00 Light +5 On Spell Hit: 5% Earthen Missiles 1 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +5 Mag dps ---------- Spell.crit +6% Dmg.mod +3% lightning +19% fire +19% mind +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +17 (+5 eff.) Anom.red +15 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 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 7.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 828.06 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. |
On fingers | ![]() 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 (+2 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. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +6 Wil +4 Con dps ---------- Phys.crit +8.0% Spell.crit +6% Crit.mult +15.00% Phys.pwr +4 (+0 eff.) Dmg.mod +12% mind ----- def ----- Armour +13 Defense +21 (+5 eff.) Rng.Def +6 (+2 eff.) Resists +15% lightning +12% temporal Phys.save +25 (+4 eff.) Max.HP +60.00 A belt that goes around your waist. |
In main hand | The Channel (136% power, 6 apr, physical element) The Channel (136% power, 6 apr, physical element)5.0 T5 staff 2H weapon [Unique] Arcane A great tool for channeling energy, now you need one to conduct it. Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Arcane Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +75 arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +15.00% Spell.pwr +30 (+5 eff.) Dmg.mod +50% arcane +20% physical Res.pen +20% arcane +20% physical ----- def ----- Affinity +15% arcane Silence- +20% Your staff accuracy bonus (after the normal reduction for Eldritch Combat) also applies to the base power of talents triggered from Eldritch Combat. A dragonbone staff topped with a flawless amethyst and vibrating with barely contained power, this was the weapon of Galland Eagleheart in the Age of Dusk. It was said to augment any spell he channeled through it in the midst of battle, the ultimate expression of synthesis between magical and physical combat. After Galland passed away, the staff was wielded by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +16 Mag +10 Wil dps ---------- Phys.pwr +20 (+2 eff.) Melee+ 19 arcane Dmg.mod +13% arcane Res.pen +29% fire Acc +10 (+2 eff.) ----- def ----- Armour +3 Resists +6% fire +10% arcane +6% mind Phys.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Disarm- +50% Unarmed combat: Power 146% Range: 1.1x Uses 130% Mag, 40% Cun, 40% Wil 16% Str, 16% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +5.0% Atk.spd 100% Melee+ +33 arcane On Crit.r2 +11 arcane On Hit: 10% Perfect Control 5 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun +1 Wil dps ---------- Spell.crit +10% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +11% acid +11% physical +5% light +17% darkness +10% cold +19% arcane +15% fire Res.pen +10% arcane On Melee Ret: * 30% chance to disease * 40% chance to inflict 15% damage reduction ----- def ----- Defense +14 (+3 eff.) Rng.Def +9 (+2 eff.) Resists +10% acid +16% physical +15% fire +19% cold Silence- +5% ---------- misc Mana/s.crit +1.00 Max.mana +105.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.crit +5.0% Crit.mult +9.00% ----- def ----- Armour +4 Defense +3 (+1 eff.) Phys.save +30 (+5 eff.) Max.HP +57.00 HP.reg +0.60 Heal.mod +10% ---------- misc Stam/turn +1.40 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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-1 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd 600% of base Usage Speed Spell (93% of a turn) Is a spell Description: Fires a Magic Missile that does 407 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 5 Travel.spd instantaneous Usage Speed Spell (93% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee+ 8 mind Dmg.mod +3% mind +3% fire Res.pen +10% mind ----- def ----- Resists +9% fire +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- 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 [Rare] Master While equipped: Stats +7 Str +8 Dex +7 Wil dps ---------- Dmg.mod +18% arcane +9% darkness Melee Ret 20 arcane ----- def ----- Stealth +10 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 23 light Ranged+ 24 light On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+1 eff.) Max.HP +60.00 HP.reg +1.00 Heal.mod +12% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 109% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +14% arcane +3% physical Acc +5 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +6 (+2 eff.) Fatigue -5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Disarm- +15% Confus- +15% Stun/Frz- +10% Knockbk- +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 blight +4 fire While equipped: Stats +5 Con dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +16 (+3 eff.) Dmg.mod +20% arcane Res.pen +15% blight +5% arcane ----- def ----- HP.reg +1.40 Heal.mod +21% ---------- misc Mana/turn +0.04 Talents +1 Command Staff On Spell Hit: 10% Lightning 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% HP.leech +9% On Hit: * 40% chance to cause random gloom While equipped: Stats +4 Lck +2 Wil dps ---------- Spell.crit +3% Spell.pwr +22 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Fatigue -6% Crit.dmg- 15.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+5 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. This item has been sent to the Item's Vault. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +5 Crit +3.5% Atk.spd 100% On Hit: 20% Netherblast 3 While equipped: Stats +6 Mag +6 Cun +7 Con dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +14.00% Spell.pwr +20 (+4 eff.) Melee+ 26 arcane Dmg.mod +25% arcane Res.pen +25% arcane Acc +4 (+1 eff.) ----- def ----- Resists +2% physical ---------- misc Vim/s.crit +5.00 Max.mana +68.00 Max.vim +35.00 Max.N.En +20.00 Talents +1 Command Staff On Spell Hit: 20% Netherblast 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +31 (+6 eff.) Dmg.mod +20% arcane ----- def ----- Hardiness +5% Resists +1% all Poison- +10% ---------- misc Mana/turn +0.21 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 8) dealing 257.59 to 309.11 arcane damage Puts all charms on 5 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 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 draining blight On Hit.r1 +12 light While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Spell.crit +13% Spell.pwr +27 (+5 eff.) S.pwr/crit +6 Dmg.mod +30% arcane Res.pen +20% arcane ----- def ----- Resists +15% arcane Phys.save +14 (+2 eff.) Spell.save +22 (+4 eff.) Mind.save +15 (+4 eff.) HP.leech%% +15% HP.leech +15% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +108.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 100% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Eldritch Body Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+8 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 200 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." |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 170% Mag, 47% Str Dmg Physical Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. This item has been sent to the Item's Vault. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 40% Wil, 180% Mag, 51% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 170% Mag, 47% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. This item has been sent to the Item's Vault. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.4x Uses 40% Wil, 150% Mag, 39% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target On Crit: * cripple the target While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Res.pen +5% lightning Sharp, long, and deadly. |
Paint Stripper (87% power, 5 apr) Paint Stripper (87% power, 5 apr)1.0 T1 ritual blade 1H weapon [Unique] Arcane Power 87% Range: 1.3x Uses 40% Wil, 140% Mag, 18% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Dmg.mod +10% arcane +10% acid ----- def ----- Resists +10% arcane +10% acid Mages are strange people. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 40% Wil, 150% Mag, 39% Str Dmg Fire Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Heavy Armour Training 2 [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 40% Wil, 150% Mag, 39% Str Dmg Fire Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
Adamant (10 def, 20 armour, 100% power, 300 block) Adamant (10 def, 20 armour, 100% power, 300 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane Maybe weapons don't need to be made of metal either. When used to Attack: Power 187% Range: 1.2x Uses 40% Wil, 150% Mag, 39% Str Dmg Nature Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +5.0% Block +300 Melee+ +25 Earth While equipped: Stats +5 Str +5 Wil dps ---------- Spell.crit +10% Crit.mult +15.00% Dmg.mod +20% nature +20% physical Res.pen +20% nature +20% physical ----- def ----- Armour +20 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +10% Resists +15% lightning +15% nature +15% mind +15% cold +15% arcane +15% fire Shield.dur +2 Shield.pwr +25% Affinity +15% nature Stun/Frz- +20% ---------- misc Talents +5 Block A shield composed of solid enchanted gemstone, which was carried into battle by Aethe Eagleheart in the Age of Dusk. It was said to strengthen and prolong any magical shields she cast, and to offer protection against all the elements favored by her siblings. After Aethe passed away, the shield was carried by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane When used to Attack: Power 160% Range: 1.2x Uses 40% Wil, 150% Mag, 39% Str Dmg Ice Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Rng.Def +12 (+3 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 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 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 item has been sent to the Item's Vault. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+0 eff.) Mind.pwr +8 (+2 eff.) Melee+ 12 physical Dmg.mod +6% darkness On Melee Ret: * 25% chance to disease * 21% chance to inflict 15% damage reduction ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Anom.red +13 Max.HP +86.00 HP.reg +0.60 ---------- misc Max.mana +57.00 Max.stam +49.00 Max.hate +15.00 Max.psi +30.00 Max.vim +26.00 Max.P.En +27.00 Max.N.En +29.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane +12% lightning Melee Ret 8 arcane 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% light +7% darkness A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Mag +3 Cun dps ---------- Melee+ 12 nature 12 blight Dmg.mod +24% darkness Res.pen +20% darkness +20% acid ----- def ----- Defense +3 (+1 eff.) Resists +19% blight +24% darkness +20% nature Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Stealth +25 Die.at -50.00 life HP.reg +2.90 Heal.mod +30% ---------- misc Mana/turn +0.04 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +3% cold +6% mind +3% nature Phys.save +6 (+1 eff.) Disease- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +4 Wil +10 Cun +2 Lck dps ---------- Crit.mult +23.00% Dmg.mod +24% fire Acc +54 (+11 eff.) Apr +18 ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Stealth +15 Max.HP +108.00 ---------- misc Max.stam +40.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+0 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 90% Range: 1.1x Uses 130% Mag, 40% Cun, 40% Wil 16% Str, 16% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex -3 Mag +6 Cun dps ---------- Phys.crit +6.0% Spell.crit +12% Mind.crit +14% Crit.mult +9.00% Melee+ 10 lightning Dmg.mod +6% lightning Res.pen +5% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +7% lightning +6% acid Phys.save +10 (+2 eff.) Spell.save +20 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 129% Range: 1.1x Uses 130% Mag, 40% Cun, 40% Wil 16% Str, 16% Dex Dmg Physical Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +18.0% Atk.spd 100% Melee+ +8 fire On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 On Hit: 10% Set Up 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +0.70 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +15.00% Melee+ 8 mind Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +3% Mind.save +20 (+5 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1092.2 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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. |
![]() 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 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. 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 T2 multi-hued gem [Unique] Arcane A part of set. 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 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 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 103.63 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str +4 Cun dps ---------- Melee+ 4 arcane Acc +6 (+1 eff.) Melee Ret 8 arcane ----- def ----- Fatigue -6% Resists +6% arcane ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 1/1 This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+2 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 161 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Chamorakan the Manawraith Mana Knight level 24
2nd Dusk 122nd year of Ascendancy at 19:15 see stats
By Chamorakan the Manawraith Mana Knight level 50
46th Haze 122nd year of Ascendancy at 05:09 see stats
By Chamorakan the Manawraith Mana Knight level 23
2nd Dusk 122nd year of Ascendancy at 17:43 see stats
By Chamorakan the Manawraith Mana Knight level 19
4th Flare 122nd year of Ascendancy at 02:37 see stats
By Chamorakan the Manawraith Mana Knight level 28
24th Dusk 122nd year of Ascendancy at 21:24 see stats
By Chamorakan the Manawraith Mana Knight level 37
32nd Haze 122nd year of Ascendancy at 10:50 see stats
By Chamorakan the Manawraith Mana Knight level 27
22nd Dusk 122nd year of Ascendancy at 20:32 see stats
By Chamorakan the Manawraith Mana Knight level 35
26th Haze 122nd year of Ascendancy at 12:36 see stats
By Chamorakan the Manawraith Mana Knight level 48
34th Haze 122nd year of Ascendancy at 11:33 see stats
By Chamorakan the Manawraith Mana Knight level 50
51st Haze 122nd year of Ascendancy at 00:33 see stats
By Chamorakan the Manawraith Mana Knight level 19
4th Flare 122nd year of Ascendancy at 13:38 see stats
By Chamorakan the Manawraith Mana Knight level 36
30th Haze 122nd year of Ascendancy at 13:46 see stats
By Chamorakan the Manawraith Mana Knight level 16
3rd Summertide 122nd year of Ascendancy at 08:53 see stats
By Chamorakan the Manawraith Mana Knight level 48
37th Haze 122nd year of Ascendancy at 07:13 see stats
By Chamorakan the Manawraith Mana Knight level 10
6th Mirth 122nd year of Ascendancy at 16:41 see stats
By Chamorakan the Manawraith Mana Knight level 20
4th Flare 122nd year of Ascendancy at 22:29 see stats
By Chamorakan the Manawraith Mana Knight level 30
21st Haze 122nd year of Ascendancy at 05:44 see stats
By Chamorakan the Manawraith Mana Knight level 40
34th Haze 122nd year of Ascendancy at 11:32 see stats
By Chamorakan the Manawraith Mana Knight level 50
45th Haze 122nd year of Ascendancy at 04:19 see stats
By Chamorakan the Manawraith Mana Knight level 3
75th Pyre 122nd year of Ascendancy at 15:59 see stats
By Chamorakan the Manawraith Mana Knight level 35
26th Haze 122nd year of Ascendancy at 16:18 see stats
By Chamorakan the Manawraith Mana Knight level 33
25th Haze 122nd year of Ascendancy at 00:34 see stats
By Chamorakan the Manawraith Mana Knight level 12
9th Mirth 122nd year of Ascendancy at 05:39 see stats
By Chamorakan the Manawraith Mana Knight level 36
29th Haze 122nd year of Ascendancy at 22:34 see stats
By Chamorakan the Manawraith Mana Knight level 20
5th Flare 122nd year of Ascendancy at 21:13 see stats
By Chamorakan the Manawraith Mana Knight level 15
1st Summertide 122nd year of Ascendancy at 09:26 see stats
By Chamorakan the Manawraith Mana Knight level 28
23rd Dusk 122nd year of Ascendancy at 00:35 see stats
By Chamorakan the Manawraith Mana Knight level 44
34th Haze 122nd year of Ascendancy at 11:32 see stats
By Chamorakan the Manawraith Mana Knight level 31
22nd Haze 122nd year of Ascendancy at 13:14 see stats
By Chamorakan the Manawraith Mana Knight level 48
34th Haze 122nd year of Ascendancy at 11:33 see stats
By Chamorakan the Manawraith Mana Knight level 26
21st Dusk 122nd year of Ascendancy at 02:13 see stats
By Chamorakan the Manawraith Mana Knight level 18
3rd Flare 122nd year of Ascendancy at 00:02 see stats
By Chamorakan the Manawraith Mana Knight level 10
7th Mirth 122nd year of Ascendancy at 22:42 see stats
By Chamorakan the Manawraith Mana Knight level 22
2nd Dusk 122nd year of Ascendancy at 11:58 see stats
Log
--------------------------------
The shield around Chamorakan crumbles.
A shield forms around Chamorakan.
--------------------------------
You transfer Void Quiver (0/0, 156% power, 30 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Telos's Staff (Top Half) (143% power, 0 apr, arcane element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Low Tide (159% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Chamorakan deactivates Shielding.
Chamorakan deactivates Pure Aether.
Chamorakan deactivates Eldritch Combat.
Chamorakan deactivates Messing With Time.
Chamorakan deactivates Secrets of the Eternals.
The shield around Chamorakan crumbles.
Chamorakan deactivates Practicing With Wards.
Chamorakan deactivates Experimental Safeguards.
Chamorakan deactivates Quicken Spells.
Chamorakan deactivates Fiddling With Chance.
Chamorakan deactivates Spellcraft.
Chamorakan deactivates Eldritch Aura.
Chamorakan deactivates Arcane Power.