Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Improved Auto-explore and Rest 1.3.1Quality 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. ZOmnibus Addon Pack 1.3.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 552% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 46 on the 72nd Haze 123rd year of Ascendancy at 06:03 6 / 1 |
Primary Stats
Strength | 38 (base 15) |
Dexterity | 36 (base 12) |
Constitution | 67 (base 58) |
Magic | 106 (base 66) |
Willpower | 94 (base 65) |
Cunning | 62 (base 36) |
Resources
Life | 1304/1304 |
Mana | 769/919 |
Equilibrium | 0 |
Paradox | 300 |
Healing Factor | 1.22 |
Regeneration | 1.891 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | -4 |
Infravision | 12 |
See Invisible | 31 |
Offense: Mainhand
Damage | 103 |
Accuracy | 45 |
Crit Chance | 38% |
APR | 72 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 54% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 51.533333333333 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 75.479658177496 (30%) |
Defense | 40.375473376437 |
Ranged Defense | 40.375473376437 |
Fatigue | 0 |
Physical Save | 32.25 |
Spell Save | 47.583333333333 |
Mental Save | 50.783333333333 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 57% |
Confusion Resistance | 58% |
Stun Resistance | 100% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 777% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 630 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 555 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Premonition |
talent | Contingency |
talent | Gravity Locus |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by fire drake. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +2. | 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 unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 Shade. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 616. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. 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 within9 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | invigorating pair of drakeskin leather boots of phasing (0 def, 5 armour) invigorating pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +4 Mag / +4 Wil Stamina each turn: +0.80 Maximum life: +41.00 Movement speed: +10% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. A pair of boots made of leather. Press to compare |
Light source | burglar's dwarven lantern of corpselight burglar's dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +9 Cun Changes resistances: +8% blight / +10% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: -6 Infravision radius: +12 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 33 blight damage or heals 47 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | mindcaging drakeskin leather cap of the bounder (0 def, 5 armour) mindcaging drakeskin leather cap of the bounder (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex Changes resistances: +17% mind Mental save: +28 (+9 eff.) Confusion immunity: +33% A cap made of leather. Press to compare |
Tool | telekinetic dwarven-steel torque of psychoportation [power 34] (30 cooldown) telekinetic dwarven-steel torque of psychoportation [power 34] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Zeryfang the stralite ring =15phys res pen= Zeryfang the stralite ring =15phys res pen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +15% physical Physical save: +6 (+3 eff.) Life regen: +1.30 Stamina each turn: +0.60 Maximum life: +87.00 Mindpower: +4 (+1 eff.) Healing mod.: +22% Rings can have magical properties. Press to compare |
On fingers | warrior's gold ring of clarity =25conf imm= warrior's gold ring of clarity =25conf imm=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +8 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. Press to compare |
Around waist | I guess I guessPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Defense: +23 (+8 eff.) Fatigue: -8% Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +9% blight / +6% temporal / +6% mind Changes resistances penetration: +5% blight / +10% temporal Changes damage: +6% mind / +3% temporal Stealth bonus: +13 Maximum encumbrance: +59 Spell crit. chance: +6% Mental crit. chance: +15% A belt that goes around your waist. Press to compare |
In main hand | Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 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." Press to compare |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. Press to compare |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! Press to compare |
Cloak | Dimmark (3 def, 11 armour) Dimmark (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +11 Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +5 Mag / +4 Wil Changes resistances: +22% cold Changes resistances penetration: +10% darkness Changes damage: +6% arcane Critical mult.: +22.00% Stealth bonus: +11 Spell save: +11 (+4 eff.) Maximum mana: +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Vox =100 silence imm= Vox =100 silence imm=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. Press to compare |
Inventory
healing infusion of the psychic (heal 246) healing infusion of the psychic (heal 246)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (31 nature damage, 62% healing reduction) insidious poison infusion (31 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 30.57 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 11 turns, die at -385) heroism infusion (+5 for 11 turns, die at -385)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 11 turns. While Heroism is active, you will only die when reaching -385 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 10; dur 18; see animal) vision rune of the psychic (radius 10; dur 18; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 32) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any animal around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 11) controlled phase door rune of the sneak (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... Press to compare |
stabilizing steel amulet =temp,pin,kb res= stabilizing steel amulet =temp,pin,kb res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. Press to compare |
gold amulet 'Glowvault' =24conf imm= gold amulet 'Glowvault' =24conf imm=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 light Changes resistances: +11% cold / +11% mind / +13% fire Changes resistances penetration: +15% light Changes damage: +3% mind Confusion immunity: +24% Life regen: +0.90 Amulets can have magical properties. Press to compare |
serendipitous gold amulet of constitution (+8) =4con= serendipitous gold amulet of constitution (+8) =4con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +11 (+4 eff.) Changes stats: +8 Lck / +4 Con Reduce all damage from unseen attackers: 15% Amulets can have magical properties. Press to compare |
grounding stralite amulet of strength (+6) =6str,31stun imm= grounding stralite amulet of strength (+6) =6str,31stun imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +18% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. Press to compare |
stabilizing stralite amulet of constitution (+5) =5con,kb/pin imm= stabilizing stralite amulet of constitution (+5) =5con,kb/pin imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +16% temporal Pinning immunity: +40% Knockback immunity: +28% Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
gladiator's steel ring =5str,con= gladiator's steel ring =5str,con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. Press to compare |
Blazevortex =31stun imm= Blazevortex =31stun imm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +6% acid / +12% lightning Stun/Freeze immunity: +31% Life regen: +2.50 Rings can have magical properties. Press to compare |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
gladiator's gold ring of arcana(+0.12/turn) =31 silence imm, mana rege= gladiator's gold ring of arcana(+0.12/turn) =31 silence imm, mana rege=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +6 Str / +6 Con Silence immunity: +31% Mana each turn: +0.12 Rings can have magical properties. Press to compare |
sneakthief's gold ring of misery =8cun,6dex= sneakthief's gold ring of misery =8cun,6dex=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. Press to compare |
gladiator's stralite ring of warding =8str,6con, resists= gladiator's stralite ring of warding =8str,6con, resists=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +8 Str / +6 Con Changes resistances: +21% acid / +14% fire / +17% lightning / +18% cold Rings can have magical properties. Press to compare |
solipsist's stralite ring of speed =16mvt spd, blinding spd= solipsist's stralite ring of speed =16mvt spd, blinding spd=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +9 (+3 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +9 (+3 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
warrior's stralite ring of arcana(+0.10/turn) =6str,silence imm= warrior's stralite ring of arcana(+0.10/turn) =6str,silence imm=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Silence immunity: +24% Mana each turn: +0.10 Rings can have magical properties. Press to compare |
gladiator's voratun ring of sensing =7st,5co,see hid,blind imm= gladiator's voratun ring of sensing =7st,5co,see hid,blind imm=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +7 Str / +5 Con Blindness immunity: +32% Infravision radius: +4 See stealth: +15 See invisible: +18 Rings can have magical properties. Press to compare |
mule's voratun ring of fire (+24%) =24 fire res= mule's voratun ring of fire (+24%) =24 fire res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +25 Rings can have magical properties. Press to compare |
rogue's voratun ring of fire (+32%) =32 fire res= rogue's voratun ring of fire (+32%) =32 fire res=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +32% fire Changes damage: +16% fire Rings can have magical properties. Press to compare |
Gravitational Staff (136% power, 8 apr, physical element) Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+6 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.9 Power cost: 14 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 209.36 physical (gravity) damage. Each target moved beyond the first increases the damage by 26.17 (up to a maximum of 104.68 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. Press to compare |
dragonbone starstaff 'Corruptionvice' (136% power, 6 apr, physical element) dragonbone starstaff 'Corruptionvice' (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +4 nature When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 nature / 8 light Changes stats: +5 Mag / +4 Wil Changes resistances: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +110.00 Spellpower: +35 (+9 eff.) Spell crit. chance: +5% Light radius: +2 It can be used to conjure elemental energy in a radius 10 cone, dealing 58.19 - 69.83 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
monstrous hardened leather belt of life =5str,4con= monstrous hardened leather belt of life =5str,4con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +4 Con Physical save: +7 (+4 eff.) Life regen: +0.80 Healing mod.: +16% Size category: +1 A belt that goes around your waist. Press to compare |
Lightning Catcher =30stun res= Lightning Catcher =30stun res=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. Press to compare |
insulating drakeskin leather belt of unlife =undead,no breathing= insulating drakeskin leather belt of unlife =undead,no breathing=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +8% blight / +7% fire / +9% cold The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. Press to compare |
shadow cashmere cloak of the voidstalker (2 def, 0 armour) shadow cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +32% darkness / +14% temporal Changes resistances penetration: +10% darkness Changes damage: +10% darkness Stealth bonus: +11 Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Frost Treads (1 def, 4 armour) =4 str,dex,cun= Frost Treads (1 def, 4 armour) =4 str,dex,cun=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
drakeskin leather gloves of war-making (0 def, 3 armour) =crit chance= drakeskin leather gloves of war-making (0 def, 3 armour) =crit chance=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Critical mult.: +12.00% Spell crit. chance: +18% Mental crit. chance: +18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Flashlace (2 def, 0 armour) =22 fire res= Flashlace (2 def, 0 armour) =22 fire res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid / 8 lightning Changes resistances: +22% fire Changes resistances penetration: +15% lightning Changes damage: +3% acid / +15% fire / +9% lightning A pointy cloth hat, very wizardly... Press to compare |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
Noonblur (0 def, 7 armour) =32 conf imm= Noonblur (0 def, 7 armour) =32 conf imm=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +10% lightning / +8% temporal / +15% mind Critical mult.: +10.00% Mental save: +15 (+5 eff.) Confusion immunity: +32% Mana when firing critical spell: +1.00 Light radius: +3 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
bladed dwarven-steel helm of the bounder (0 def, 4 armour) =10str,7dex= bladed dwarven-steel helm of the bounder (0 def, 4 armour) =10str,7dex=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +10 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 128.8 Physical damage. If the attack hits, the target is confused (38% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 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. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Wintertide Phial =clean mental= Wintertide Phial =clean mental=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Searrazor the alchemist's lamp Searrazor the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% temporal / +3% cold / +5% arcane / +6% nature Maximum life: +46.00 Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
dwarven-steel pickaxe of endurance (dig speed 30 turns) =5str= dwarven-steel pickaxe of endurance (dig speed 30 turns) =5str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Pick of Dwarven Emperors (dig speed 12 turns) =10phys pen, 50 life= Pick of Dwarven Emperors (dig speed 12 turns) =10phys pen, 50 life=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. Press to compare |
Eye of the Dreaming One =lucid dream= Eye of the Dreaming One =lucid dream=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 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 21% 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. Press to compare |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 855.04 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 667.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
supercharged elm wand of clairvoyance [power 9] (8 cooldown) supercharged elm wand of clairvoyance [power 9] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
dragonbone wand of clairvoyance [power 16] (6 cooldown) dragonbone wand of clairvoyance [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
dragonbone wand of trap destruction [power 119] (15 cooldown) dragonbone wand of trap destruction [power 119] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (119 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
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 Dox the Sightly the Cornac Paradox Mage level 29
72nd Regrowth 123rd year of Ascendancy at 08:00 see stats
By Dox the Sightly the Cornac Paradox Mage level 31
45th Pyre 123rd year of Ascendancy at 05:29 see stats
By Dox the Sightly the Cornac Paradox Mage level 27
34th Regrowth 123rd year of Ascendancy at 16:29 see stats
By Dox the Sightly the Cornac Paradox Mage level 33
60th Pyre 123rd year of Ascendancy at 20:07 see stats
By Dox the Sightly the Cornac Paradox Mage level 37
41st Dusk 123rd year of Ascendancy at 13:12 see stats
By Dox the Sightly the Cornac Paradox Mage level 29
4th Pyre 123rd year of Ascendancy at 08:30 see stats
By Dox the Sightly the Cornac Paradox Mage level 50
73rd Haze 123rd year of Ascendancy at 03:04 see stats
By Dox the Sightly the Cornac Paradox Mage level 32
57th Pyre 123rd year of Ascendancy at 08:53 see stats
By Dox the Sightly the Cornac Paradox Mage level 19
59th Haze 122nd year of Ascendancy at 05:56 see stats
By Dox the Sightly the Cornac Paradox Mage level 7
7th Mirth 122nd year of Ascendancy at 18:32 see stats
By Dox the Sightly the Cornac Paradox Mage level 31
23rd Pyre 123rd year of Ascendancy at 23:06 see stats
By Dox the Sightly the Cornac Paradox Mage level 50
73rd Haze 123rd year of Ascendancy at 03:04 see stats
By Dox the Sightly the Cornac Paradox Mage level 16
30th Haze 122nd year of Ascendancy at 16:05 see stats
By Dox the Sightly the Cornac Paradox Mage level 22
4th Decay 122nd year of Ascendancy at 11:52 see stats
By Dox the Sightly the Cornac Paradox Mage level 43
64th Haze 123rd year of Ascendancy at 15:47 see stats
By Dox the Sightly the Cornac Paradox Mage level 27
43rd Regrowth 123rd year of Ascendancy at 04:35 see stats
By Dox the Sightly the Cornac Paradox Mage level 10
55th Dusk 122nd year of Ascendancy at 05:12 see stats
By Dox the Sightly the Cornac Paradox Mage level 20
63rd Haze 122nd year of Ascendancy at 11:36 see stats
By Dox the Sightly the Cornac Paradox Mage level 30
18th Pyre 123rd year of Ascendancy at 06:26 see stats
By Dox the Sightly the Cornac Paradox Mage level 40
62nd Dusk 123rd year of Ascendancy at 09:33 see stats
By Dox the Sightly the Cornac Paradox Mage level 50
72nd Haze 123rd year of Ascendancy at 21:12 see stats
By Dox the Sightly the Cornac Paradox Mage level 41
4th Haze 123rd year of Ascendancy at 10:28 see stats
By Dox the Sightly the Cornac Paradox Mage level 50
73rd Haze 123rd year of Ascendancy at 03:02 see stats
By Dox the Sightly the Cornac Paradox Mage level 42
16th Haze 123rd year of Ascendancy at 12:13 see stats
By Dox the Sightly the Cornac Paradox Mage level 9
31st Dusk 122nd year of Ascendancy at 05:51 see stats
By Dox the Sightly the Cornac Paradox Mage level 33
64th Pyre 123rd year of Ascendancy at 19:59 see stats
By Dox the Sightly the Cornac Paradox Mage level 31
52nd Pyre 123rd year of Ascendancy at 20:24 see stats
By Dox the Sightly the Cornac Paradox Mage level 5
1st Mirth 122nd year of Ascendancy at 05:16 see stats
By Dox the Sightly the Cornac Paradox Mage level 31
45th Pyre 123rd year of Ascendancy at 05:29 see stats
By Dox the Sightly the Cornac Paradox Mage level 27
51st Regrowth 123rd year of Ascendancy at 17:02 see stats
By Dox the Sightly the Cornac Paradox Mage level 9
39th Dusk 122nd year of Ascendancy at 19:51 see stats
By Dox the Sightly the Cornac Paradox Mage level 42
14th Haze 123rd year of Ascendancy at 08:49 see stats
By Dox the Sightly the Cornac Paradox Mage level 34
6th Mirth 123rd year of Ascendancy at 23:28 see stats
By Dox the Sightly the Cornac Paradox Mage level 29
5th Pyre 123rd year of Ascendancy at 01:21 see stats
By Dox the Sightly the Cornac Paradox Mage level 19
58th Haze 122nd year of Ascendancy at 02:47 see stats
By Dox the Sightly the Cornac Paradox Mage level 25
33rd Regrowth 123rd year of Ascendancy at 15:10 see stats
By Dox the Sightly the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 08:44 see stats
Log
Resting starts...
Talent Disintegration is ready to use.
Talent Energy Decomposition is ready to use.
Talent Reality Smearing is ready to use.
Talent Gravity Locus is ready to use.
Talent Chant of Fortress is ready to use.
Talent Premonition is ready to use.
Talent Contingency is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
Dox the Sightly activates Chant of Fortress.
Dox the Sightly activates Contingency.
Dox the Sightly activates Premonition.
Dox the Sightly activates Energy Decomposition.
Dox the Sightly activates Gravity Locus.
Dox the Sightly activates Reality Smearing.
Dox the Sightly activates Disintegration.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Dox the Sightly deactivates Reality Smearing.
Dox the Sightly deactivates Disintegration.
Dox the Sightly deactivates Matter Weaving.
Dox the Sightly deactivates Contingency.
Dox the Sightly deactivates Chant of Fortress.
Dox the Sightly deactivates Premonition.
Dox the Sightly deactivates Gravity Locus.
Dox the Sightly deactivates Energy Decomposition.