













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Embers of Rage 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/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. Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 2794% |
Size | medium |
Lifes / Deaths | Killed by Kylmis at level 27 on the 67th Haze 122nd year of Ascendancy at 22:05 / 3Killed by Aruba the orc high pyromancer at level 41 on the 71st Regrowth 123rd year of Ascendancy at 19:17 Killed by Aruba the orc high pyromancer at level 42 on the 71st Regrowth 123rd year of Ascendancy at 19:31 |
Primary Stats
Strength | 25 (base 7) |
Dexterity | 34 (base 10) |
Constitution | 50 (base 35) |
Magic | 142 (base 62) |
Willpower | 102 (base 60) |
Cunning | 115 (base 65) |
Resources
Mana | 880/880 |
Life | 1262/1262 |
Positive | 177/177 |
Steam | 80/100 |
Soul | 12/13 |
Healing Factor | 1.4586847857242 |
Regeneration | 36.831790839536 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +81% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 20.013726448078 |
Infravision | 14 |
See Stealth | 70.397866056132 |
See Invisible | 73.397866056132 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 58 |
Accuracy | 38 |
Crit Chance | 66% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 38 |
Crit Chance | 72% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Blight | +42% |
Arcane | +104% |
Cold | +151% |
All | +7% |
Lightning | +109% |
Light | +27% |
Temporal | +44% |
Physical | +44% |
Darkness | +58% |
Fire | +134% |
Mind | +13% |
Offense: Damage Penetration
Acid | +23% |
Lightning | +72% |
Darkness | +81% |
Arcane | +23% |
Cold | +135% |
All | +13% |
Defense: Base
Armour (hardiness) | 72 (44.574340358689%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 87 |
Mental Save | 65 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 37%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 39%( 70%) |
Fire | + 70%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 70% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 77% |
Silence Resistance | 83% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 810 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 216 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Eternal Night |
talent | Utterly Destroyed |
talent | Chant of Resistance |
talent | Grim Shadow |
talent | Spikes of Decrepitude |
talent | Hiemal 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 |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Arassra the patchwork troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Ce'Nyssra the ghoul. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1121. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Spell.crit +11% Spell.pwr +40 (+6 eff.) S.pwr/crit +13 Dmg.mod +21% arcane ----- def ----- Armour +13 Fatigue +4% Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +4 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +20% light Res.pen +13% all Apr +12 ----- def ----- Resists +3% mind Phys.save +3 (+1 eff.) Spell.save +12 (+3 eff.) Max.HP +147.00 Cut- +20% Confus- +20% ---------- misc Light +12 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +15 (+4 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning Silence- +50% This jeweled crown shimmers with colors. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.crit +6.0% Crit.mult +35.88% Melee+ 12 cold Dmg.mod +11% cold Phasing +30% ----- def ----- Armour +3 Fatigue +5% Resists +27% lightning +10% cold Mind.save +15 (+4 eff.) ---------- misc Talents +5 Project Saw Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +14 ice On Hit: 10% Ice Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Crit.mult +20.00% S.pwr/crit +8 Dmg.mod +12% blight Res.pen +25% cold Melee Ret 4 mind ---------- misc Max.mana +40.00 Blast the opponent's mind dealing 294 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 64. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness +10% lightning ----- def ----- Resists +3% lightning +6% darkness Spell.save +14 (+3 eff.) Blind- +39% Silence- +33% ---------- misc Mana/turn +0.24 Infravis +6 See.Stealth +13 See.Invis +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +9 Dex dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +6% mind +9% cold Res.pen +10% cold Acc +13 (+5 eff.) Melee Ret 10 light ----- def ----- Mind.save +14 (+3 eff.) Max.HP +70.00 HP.reg +17.00 Heal.mod +18% Confus- +50% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Con +5 Mag dps ---------- Spell.crit +5% Crit.mult +18.00% Spell.pwr +13 (+2 eff.) Dmg.mod +10% lightning +17% blight +20% fire +6% cold +7% acid Res.pen +10% acid Melee Ret 4 blight ----- def ----- Resists +12% acid +24% lightning +6% blight Phys.save +19 (+6 eff.) Max.HP +74.00 HP.reg +8.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +1 Con dps ---------- Phys.crit +8.0% Spell.crit +19% Crit.mult +19.00% Phys.pwr +8 (+4 eff.) Spell.pwr +34 (+5 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire Acc +11 (+4 eff.) Melee Ret 4 darkness ----- def ----- Crit.dmg- 5.00% ---------- misc Mana/turn +5.00 Infravis +3 See.Invis +6 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Eclipse. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Str +8 Mag +7 Wil dps ---------- Spell.crit +10% Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +6% blight Res.pen +10% arcane ----- def ----- Defense +10 (+3 eff.) Fatigue +0% Proj.slow +25% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +0 Stam/turn +0.00 Mana/turn +0.08 Psi/turn +0.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion On Crit.r2 +60 lightning +80 cold +12 light While equipped: dps ---------- Phys.crit +13.0% Crit.mult +32.00% Mov.spd +81% Dmg.mod +9% arcane +18% cold Res.pen +49% lightning +45% cold Apr +13 ---------- misc Light +2 Sharp, short and deadly. This object's appearance was changed to Icy Kill. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +31% darkness +15% fire Res.pen +11% darkness ----- def ----- Defense +17 (+4 eff.) Resists +25% cold +9% fire +25% nature +14% darkness Phys.save +13 (+4 eff.) Stealth +14 Max.HP +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Armour +10 Resists +15% all Crit.dmg- 35.00% ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! This object's appearance was changed to Black Robe. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 51 up to 6 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil +3 Cun +20 Lck dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% darkness Acc +20 (+7 eff.) Melee Ret 6 darkness ----- def ----- Defense +18 (+5 eff.) Resists +9% mind Unseen.red 19% ---------- misc Equi/ret +0.20 Hate/m.crit +5.27 Max.hate +4.00 Amulets make your neck look great! |
![]() 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 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... 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. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +22% nature +29% blight Blind- +27% Poison- +38% Disease- +41% ---------- misc Infravis +7 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +11 (+1 eff.) Dmg.mod +12% blight +13% fire ----- def ----- Fatigue -7% HP.reg +5.00 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +2 Mag +9 Cun dps ---------- Phys.pwr +14 (+7 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +23% mind +12% darkness Acc +14 (+5 eff.) Melee Ret 6 darkness ----- def ----- Resists +14% mind Spell.save +6 (+1 eff.) ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Wil +1 Con dps ---------- Acc +6 (+3 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +10 (+2 eff.) Silence- +26% ---------- misc Mana/turn +0.16 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Dex +4 Wil +8 Cun dps ---------- Crit.mult +5.00% Dmg.mod +16% blight +15% nature Acc +9 (+4 eff.) ----- def ----- Resists +16% blight +30% nature Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +15% cold Melee Ret 10 lightning ----- def ----- Resists +9% blight +36% cold +5% arcane ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 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 176.28 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 28 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 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +47% Dmg.mod +15% fire +15% cold Acc +28 (+10 eff.) Melee Ret 2 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +26 (+7 eff.) Resists +9% acid +36% cold +3% temporal Spell.save +12 (+3 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +9% cold Res.pen +25% fire +15% cold ----- def ----- Resists +9% fire +18% cold Max.HP +35.00 Disarm- +34% Pinning- +34% Knockbk- +31% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 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 4.0 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 534.85 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. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +8 Dex +7 Mag +7 Wil +10 Cun dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +9% lightning +18% arcane Res.pen +20% lightning Acc +14 (+5 eff.) ----- def ----- Resists +5% arcane Mind.save +10 (+2 eff.) Confus- +36% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Phys.crit +7.0% Crit.mult +20.00% Dmg.mod +12% darkness ----- def ----- Defense +10 (+3 eff.) Resists +24% darkness Phys.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +6 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Mind.save +10 (+2 eff.) Confus- +38% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% mind Res.pen +10% light +20% nature On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +12% mind Spell.save +6 (+1 eff.) HP.reg +3.00 Stun/Frz- +21% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Mov.spd +25% Dmg.mod +10% all Acc +10 (+4 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all ----- def ----- Max.HP +98.00 HP.reg +16.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil +13 Cun dps ---------- Spell.crit +1% Spell.pwr +24 (+4 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +19% darkness Res.pen +15% arcane ----- def ----- Resists +38% darkness +12% nature ---------- misc Mana/s.crit +1.00 Vim/s.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +13 (+5 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+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 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +10 Dex +9 Cun +8 Lck dps ---------- Phys.crit +9.0% Mind.crit +13% ----- def ----- Stealth +13 ---------- misc T.Disarm +25 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Resists +0% nature +0% cold Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. This object's appearance was changed to Cloak of Deception. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% fire Res.pen +15% acid +10% fire +10% cold Melee Ret 8 acid ----- def ----- Defense +2 (+0 eff.) Resists +12% cold Phys.save +9 (+3 eff.) Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +16.00% Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+2 eff.) Stealth +8 Max.HP +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 306 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +10 Lck +4 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% mind ----- def ----- Armour +7 Resists +12% nature +15% acid Crit.dmg- 15.00% Stealth +11 Cut- +20% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Crit.mult +21.07% Phys.pwr +32 (+15 eff.) Spell.pwr +26 (+4 eff.) Acc +30 (+11 eff.) Apr +5 ----- def ----- Armour +5 Defense +15 (+4 eff.) Fatigue +4% Phys.save +0 (+0 eff.) Die.at -60.00 life Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil +6 Cun +6 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness +25% arcane Melee Ret 4 arcane 4 darkness ----- def ----- Armour +5 Fatigue +4% Resists +13% fire +9% darkness +13% cold Phys.save +22 (+7 eff.) Mind.save +25 (+6 eff.) Blink to a nearby random location (rad 12) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +4% Dmg.mod +9% lightning +24% cold Melee Ret 10 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +6% blight +9% light +6% lightning Phys.save +0 (+0 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Mana/turn +0.25 Max.mana +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +18% darkness Mind.save +9 (+2 eff.) Die.at -80.00 life HP.reg +7.00 Heal.mod +16% Blind- +20% Disarm- +20% Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex ----- def ----- Armour +1 Defense +7 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 17 (based on Magic). Uses 19 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% lightning +9% acid Res.pen +20% acid +20% cold Melee Ret 10 acid ----- def ----- Armour +3 Silence- +33% Confus- +35% Stun/Frz- +33% A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Con +12 Mag dps ---------- S.pwr/crit +6 Dmg.mod +38% arcane Res.pen +10% cold Melee Ret 4 cold ----- def ----- Armour +3 Phys.save +21 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +10 (+2 eff.) Disarm- +36% ---------- misc Max.vim +30.00 Unarmed combat: Power 135% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +29 arcane +27 physical On Crit.r2 +22 arcane On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +5 Mag dps ---------- Dmg.mod +9% temporal +6% arcane +21% mind Res.pen +15% mind +15% acid ----- def ----- Armour +15 Resists +10% light +10% darkness Mind.save +30 (+7 eff.) Max.HP +159.00 Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Infravis +2 Unarmed combat: Power 157% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +49 light +50 darkness On Hit: 20% Battle Shout 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 164.41 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str +4 Dex +8 Wil dps ---------- Phys.crit +11.0% Mind.crit +12% Phys.pwr +9 (+5 eff.) Mov.spd +10% Dmg.mod +15% fire Res.pen +25% arcane ----- def ----- Resists +5% arcane Max.HP +40.00 ---------- misc Max.stam +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 153 power out of 180/180 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +0% light +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 See.Stealth +0 Release a will o' the wisp that will explode against your foes for 1169 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: ----- def ----- Resists +15% blight +3% light +12% darkness +3% all Phys.save +14 (+4 eff.) Spell.save +16 (+3 eff.) Heal.mod +27% ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 821.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Stam/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% blight +21% cold Res.pen +20% cold Melee Ret 10 blight 10 cold ----- def ----- Resists +9% lightning Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +10% cold ----- def ----- Resists +6% darkness Crit.dmg- 10.00% Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% cold Res.pen +25% lightning Melee Ret 10 light ----- def ----- Resists +9% lightning ---------- misc Light +3 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 348.48 temporal and 383.36 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% arcane ----- def ----- Resists +12% nature Crit.dmg- 15.00% Disarm- +20% ---------- misc Max.mana +40.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (267 total damage) Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+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.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Kylmis the Lich Necromancer level 36
38th Regrowth 123rd year of Ascendancy at 07:48 see stats
By Kylmis the Lich Necromancer level 35
35th Regrowth 123rd year of Ascendancy at 11:05 see stats
By Kylmis the Lich Necromancer level 41
67th Regrowth 123rd year of Ascendancy at 11:07 see stats
By Kylmis the Lich Necromancer level 50
3rd Haze 123rd year of Ascendancy at 20:26 see stats
By Kylmis the Lich Necromancer level 39
61st Regrowth 123rd year of Ascendancy at 02:53 see stats
By Kylmis the Lich Necromancer level 33
28th Regrowth 123rd year of Ascendancy at 06:03 see stats
By Kylmis the Higher Necromancer level 12
32nd Dusk 122nd year of Ascendancy at 09:27 see stats
By Kylmis the Lich Necromancer level 38
56th Regrowth 123rd year of Ascendancy at 09:20 see stats
By Kylmis the Lich Necromancer level 33
28th Regrowth 123rd year of Ascendancy at 22:44 see stats
By Kylmis the Lich Necromancer level 50
35th Pyre 124th year of Ascendancy at 09:48 see stats
By Kylmis the Higher Necromancer level 24
45th Haze 122nd year of Ascendancy at 08:46 see stats
By Kylmis the Lich Necromancer level 31
10th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Kylmis the Lich Necromancer level 50
27th Pyre 124th year of Ascendancy at 08:32 see stats
By Kylmis the Higher Necromancer level 27
63rd Haze 122nd year of Ascendancy at 09:32 see stats
By Kylmis the Higher Necromancer level 10
7th Dusk 122nd year of Ascendancy at 04:29 see stats
By Kylmis the Higher Necromancer level 20
21st Haze 122nd year of Ascendancy at 12:53 see stats
By Kylmis the Lich Necromancer level 30
2nd Allure 123rd year of Ascendancy at 20:36 see stats
By Kylmis the Lich Necromancer level 40
62nd Regrowth 123rd year of Ascendancy at 19:40 see stats
By Kylmis the Lich Necromancer level 50
3rd Haze 123rd year of Ascendancy at 17:40 see stats
By Kylmis the Lich Necromancer level 27
67th Haze 122nd year of Ascendancy at 22:05 see stats
By Kylmis the Lich Necromancer level 50
61st Regrowth 124th year of Ascendancy at 18:01 see stats
By Kylmis the Higher Necromancer level 19
1st Time of Equilibrium 122nd year of Ascendancy at 13:43 see stats
By Kylmis the Lich Necromancer level 50
45th Haze 123rd year of Ascendancy at 18:28 see stats
By Kylmis the Higher Necromancer level 23
44th Haze 122nd year of Ascendancy at 07:41 see stats
By Kylmis the Higher Necromancer level 12
10th Dusk 122nd year of Ascendancy at 04:52 see stats
By Kylmis the Lich Necromancer level 38
56th Regrowth 123rd year of Ascendancy at 18:33 see stats
By Kylmis the Lich Necromancer level 50
35th Pyre 124th year of Ascendancy at 09:46 see stats
By Kylmis the Higher Necromancer level 3
75th Pyre 122nd year of Ascendancy at 22:39 see stats
By Kylmis the Higher Necromancer level 6
9th Flare 122nd year of Ascendancy at 09:44 see stats
By Kylmis the Lich Necromancer level 39
62nd Regrowth 123rd year of Ascendancy at 05:45 see stats
By Kylmis the Higher Necromancer level 6
7th Flare 122nd year of Ascendancy at 16:31 see stats
By Kylmis the Lich Necromancer level 42
10th Pyre 123rd year of Ascendancy at 22:26 see stats
By Kylmis the Higher Necromancer level 24
45th Haze 122nd year of Ascendancy at 06:50 see stats
By Kylmis the Higher Necromancer level 18
72nd Dusk 122nd year of Ascendancy at 23:31 see stats
By Kylmis the Lich Necromancer level 34
33rd Regrowth 123rd year of Ascendancy at 15:31 see stats
Log
You gain 4.22 gold from the melting of grounding pair of voratun boots of rushing (0 def, 5 armour).
You gain 7.27 gold from the melting of stargazer's elven-silk robe of blight (+30%) (0 def, 0 armour).
You collect a new ingredient: lump of voratun (1).
You gain 15.30 gold from the melting of enhanced voratun waraxe (149% power, 6 apr).
You gain 6.38 gold from the melting of potent dragonbone magestaff of warding (152% power, 6 apr, arcane element).
You gain 7.30 gold from the melting of lifebinding dragonbone magestaff (136% power, 6 apr, lightning element).
You gain 10.95 gold from the melting of greater dragonbone vilestaff of fate (136% power, 6 apr, fire element).
You gain 7.24 gold from the melting of runic drakeskin leather sling of fire.
You collect a new ingredient: lump of voratun (1).
You gain 4.80 gold from the melting of voratun mace of crippling (157% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.25 gold from the melting of voratun longsword of rage (153% power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun longsword 'Chargesnake' (153% power, 6 apr).
You gain 8.06 gold from the melting of ranger's dragonbone longbow of true flight.
You gain 25.00 gold from the melting of Urelarak.
You collect a new ingredient: lump of voratun (1).
You gain 7.51 gold from the melting of plaguebringer's voratun dagger (148% power, 9 apr).
You gain 25.00 gold from the melting of Ulorand the Forestbright.
You gain 4.95 gold from the melting of medical injector implant (efficiency 178% / cooldown 66%).
You gain 3.00 gold from the melting of medical injector implant (efficiency 100% / cooldown 67%).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Galen's Flowing Robe activates and resets Kylmis's Grim Shadow cooldown!