Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.4.0Official 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:
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.3.0Donators/Buyers bonus! Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Bastion |
Level / Exp | 50 / 2278% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 27 on the 48th Regrowth 123rd year of Ascendancy at 21:51 0 / 7Killed by Polidherin the elven cultist at level 27 on the 53rd Regrowth 123rd year of Ascendancy at 00:27 Killed by Elandar at level 50 on the 24th Dusk 124th year of Ascendancy at 11:42 Killed by thaurhereg at level 50 on the 24th Dusk 124th year of Ascendancy at 14:46 Killed by Elandar at level 50 on the 24th Dusk 124th year of Ascendancy at 22:20 Killed by Elandar at level 50 on the 25th Dusk 124th year of Ascendancy at 00:12 Killed by Elandar at level 50 on the 25th Dusk 124th year of Ascendancy at 05:11 |
Primary Stats
Strength | 148 (base 61) |
Dexterity | 55 (base 32) |
Constitution | 129 (base 61) |
Magic | 41 (base 13) |
Willpower | 59 (base 10) |
Cunning | 89 (base 60) |
Resources
Life | 2102/2102 |
Stamina | 208/208 |
Healing Factor | 1.19 |
Regeneration | 1.3684999999999 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 208 |
Accuracy | 67 |
Crit Chance | 62% |
APR | 39 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 36 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 130.18222409593 (100%) |
Defense | 55 |
Ranged Defense | 61 |
Fatigue | 47 |
Physical Save | 69 |
Spell Save | 46 |
Mental Save | 81 |
Defense: Resistances
All | + 28%( 80%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 93% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 33% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 824 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 906 damage for 8 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Soldier | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Retaliation | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Knighthood | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Arms | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Attacks of Opportunity |
talent | Shield Wall |
talent | Spectral Shield |
talent | Honor |
talent | Iron Guard |
talent | Warsong |
talent | Sword and Board |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target is building up for a powerful block, increasing block value by 50%. Steel Fortress |
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 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 encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | 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 Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Cyrinn the snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Xanyssra the orc soldier. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Bethylle the orc archer. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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 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: 1952. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.54 cold damage and 24.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Blazemortal (7 def, 14 armour) Blazemortal (7 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +14 Str / +3 Mag / +7 Wil / +2 Con Changes resistances: +15% cold / +15% fire / +15% physical / +6% all Changes resistances penetration: +10% lightning Changes damage: +3% mind Grants telepathy: Humanoid/Orc Physical save: +30 (+8 eff.) Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Chalekan the hardened leather gloves (0 def, 15 armour) Chalekan the hardened leather gloves (0 def, 15 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +8% Damage (Melee): 3 acid / 5 lightning / 3 cold / 10 arcane / 6 fire Changes stats: +8 Mag / +8 Wil / +7 Con Changes resistances: +5% arcane / +6% physical Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% Teleport immunity: +20% It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 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 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 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 80% 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. |
On fingers | Eilinywen EilinywenInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +5% mind Critical mult.: +10.00% Mental save: +16 (+3 eff.) Disarm immunity: +28% Pinning immunity: +33% Knockback immunity: +36% Life regen: +0.90 Hate when firing a critical mind attack: +2.00 Maximum life: +86.00 Healing mod.: +19% Rings can have magical properties. |
On fingers | Alederig the Phlegmbringer Alederig the PhlegmbringerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +8 Str / +14 Con Changes resistances: +6% acid Changes damage: +3% nature Physical save: +12 (+3 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
Around neck | Tarrihek the voratun amulet Tarrihek the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +10 Str / +4 Dex Changes resistances: +3% fire / +3% cold / +5% arcane / +15% physical Changes damage: +10% physical Critical mult.: +20.00% Stamina each turn: +1.20 Only die when reaching: -80.00 life Combat speed: +10% Amulets can have magical properties. |
In main hand | Urohir the voratun mace (46-64.4 power, 6 apr) Urohir the voratun mace (46-64.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +26 insidious poison When wielded/worn: Armour penetration: +15 Physical crit. chance: +23.0% Changes stats: +5 Dex Critical mult.: +13.00% Mental save: +9 (+2 eff.) Maximum hate: +6.00 Blunt and deadly. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 67.67 to 84.59 light damage (based on Willpower and Cunning), costing 10 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | elven-silk cloak 'Elurimira' (12 def, 0 armour) elven-silk cloak 'Elurimira' (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+9 eff.) Defense: +12 (+4 eff.) Fatigue: -8% Changes stats: +4 Cun / +4 Dex Changes resistances: +6% temporal / +22% fire / +5% arcane / +23% light Changes resistances penetration: +10% temporal Stealth bonus: +10 Spell save: +25 (+9 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +5% Maximum life: +60.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Silovea' (9 def, 16 armour) voratun plate armour 'Silovea' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 arcane Changes stats: +6 Str / +7 Wil / +9 Cun / +5 Con Changes resistances: +13% acid / +12% physical / +15% lightning / +3% blight / +13% fire / +10% mind / +9% cold Changes resistances penetration: +10% arcane Talent cooldown: Rush (-5 turns) Mental save: +47 (+9 eff.) Disarm immunity: +38% Stun/Freeze immunity: +40% Knockback immunity: +34% A suit of armour made of metal plates. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
controlled phase door rune of the titan (range 16) controlled phase door rune of the titan (range 16)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Constitution 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. |
shielding rune of the duelist (absorb 541 for 7 turns) shielding rune of the duelist (absorb 541 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 541 damage for 7 turns. Its effects scale with your Dexterity 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. |
shielding rune of the warrior (absorb 762 for 5 turns) shielding rune of the warrior (absorb 762 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 762 damage for 5 turns. Its effects scale with your Strength 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. |
Blastbreeze BlastbreezeInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +10% temporal / +23% light / +28% darkness Changes damage: +3% lightning Blindness immunity: +53% Pinning immunity: +22% Knockback immunity: +26% Amulets can have magical properties. |
Earydunadunasta the Kindlemight Earydunadunasta the KindlemightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * 30 arcane resource burn * 30% chance to blind Damage when hit (Melee): 16 physical Changes stats: +10 Dex / +6 Con Changes resistances: +6% light Critical mult.: +20.00% Physical save: +20 (+5 eff.) Spell save: +9 (+3 eff.) Life regen: +2.80 Maximum life: +98.00 Amulets can have magical properties. |
Raintrencher RaintrencherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 nature / 12 acid Changes resistances: +9% nature Critical mult.: +16.00% Physical save: +19 (+5 eff.) Spell save: +19 (+7 eff.) Mental save: +16 (+3 eff.) Cut immunity: +60% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 316 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
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 8 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. |
Spiderseam the steel ring Spiderseam the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 12% chance to blind Effects on ranged hit: * 12% chance to blind Changes resistances: +3% nature Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +28.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 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 (+17 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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, costing 158 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." |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dawnriver (0 def, 13 armour) Dawnriver (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% mind / +3% light Changes resistances penetration: +10% temporal Changes damage: +3% temporal Silence immunity: +60% Confusion immunity: +75% Stun/Freeze immunity: +77% Light radius: +1 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Darkgrinder' (0 def, 3 armour) pair of hardened leather boots 'Darkgrinder' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +4 Con / +4 Wil Changes resistances: +9% blight / +3% light / +6% darkness Changes resistances penetration: +8% physical Changes damage: +6% darkness / +9% blight Stamina each turn: +0.50 Maximum life: +37.00 Mindpower: +6 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Gloriba' (4 def, 3 armour) pair of hardened leather boots 'Gloriba' (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour Changes stats: +3 Str / +2 Con Changes resistances: +8% lightning / +6% temporal / +6% blight Changes damage: +6% blight / +6% acid It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
voratun gauntlets 'Busalach' (0 def, 13 armour) voratun gauntlets 'Busalach' (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +13 Damage (Melee): 13 fire Changes resistances: +9% fire Changes damage: +10% fire Critical mult.: +13.00% Mental save: +12 (+2 eff.) Silence immunity: +5% Confusion immunity: +10% Knockback immunity: +10% Maximum life: +55.00 Spell crit. chance: +16% Mental crit. chance: +17% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Abyssworm (0 def, 5 armour) Abyssworm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 mind / 12 arcane Changes resistances: +12% fire / +13% nature / +12% mind Changes damage: +3% arcane / +12% temporal Spell save: +10 (+4 eff.) Maximum life: +100.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thunderstreak the voratun helm (10 def, 5 armour) Thunderstreak the voratun helm (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +10 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +10 Dex / +6 Wil / +9 Cun Changes resistances: +15% acid / +15% fire / +13% lightning / +14% cold Changes resistances penetration: +25% lightning / +10% mind Changes damage: +9% mind Mental save: +15 (+3 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Silumita' (9 def, 5 armour) drakeskin leather cap 'Silumita' (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +17 (+3 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Changes stats: +12 Str / +6 Wil / +7 Cun / +4 Con Changes resistances: +9% light / +15% physical Physical save: +16 (+4 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 Healing mod.: +10% A cap made of leather. |
Isseharamas (12 def, 13 armour, 74-88.8 power, 286.5 block) Isseharamas (12 def, 13 armour, 74-88.8 power, 286.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +286 Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 blight / +20 cold When wielded/worn: Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 7 cold Damage when hit (Melee): 20 ice Changes stats: +2 Mag / +6 Con Changes resistances: +30% lightning Changes damage: +3% acid Talent granted: +5 Block Physical save: +15 (+4 eff.) Spell save: +9 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower: +4 (+2 eff.) Handheld deflection devices. |
1645 alchemist agate 1645 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glebrewen the Morbuspanic (dig speed 9 turns) Glebrewen the Morbuspanic (dig speed 9 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Fatigue: -7% Damage when hit (Melee): 12 nature Changes stats: +14 Str / +8 Wil Changes damage: +18% lightning / +22% fire / +15% mind / +9% nature Mental save: +13 (+2 eff.) Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered 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 4 (based on Magic) detrimental mental effects, costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 2.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 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. |
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. |
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. |
70 alchemist bloodstone 70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 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. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)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 160 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. |
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. |
Ashspawn [power 4] (8 cooldown) Ashspawn [power 4] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% temporal / +12% fire Changes damage: +3% light / +6% fire Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +4 Silence Light radius: +3 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Belurohor [power 39] (8 cooldown) Belurohor [power 39] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +6% blight / +12% temporal Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +10% temporal Changes damage: +3% temporal Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 39 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Kilnbutcher the dragonbone totem of cure ailments [power 3] (6 cooldown) Kilnbutcher the dragonbone totem of cure ailments [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 acid / 4 fire Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +15% fire / +10% temporal Changes damage: +3% temporal Talent granted: +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Brodogorn the Arcmistress [power 12] (5 cooldown) Brodogorn the Arcmistress [power 12] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +3% mind / +3% acid Maximum wards: +4 lightning / +4 temporal / +3 blight / +4 fire / +4 cold Changes resistances penetration: +10% acid / +15% mind / +5% lightning Changes damage: +3% acid / +3% lightning Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 24 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. |
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. |
2 diamond 2 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 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. |
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 Gonna Die to Inner Demons the Ghoul Bastion level 37
48th Pyre 123rd year of Ascendancy at 00:48 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
73rd Regrowth 124th year of Ascendancy at 00:55 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 37
46th Pyre 123rd year of Ascendancy at 06:58 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 43
32nd Dusk 123rd year of Ascendancy at 08:39 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 45
58th Dusk 123rd year of Ascendancy at 03:07 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
21st Regrowth 124th year of Ascendancy at 11:25 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 41
27th Dusk 123rd year of Ascendancy at 15:12 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
62nd Regrowth 124th year of Ascendancy at 23:45 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 7
26th Dusk 122nd year of Ascendancy at 15:29 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 44
40th Dusk 123rd year of Ascendancy at 15:54 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 40
1st Summertide 123rd year of Ascendancy at 12:47 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 36
43rd Pyre 123rd year of Ascendancy at 16:50 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
25th Dusk 124th year of Ascendancy at 12:13 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 20
5th Decay 122nd year of Ascendancy at 16:53 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 28
65th Regrowth 123rd year of Ascendancy at 11:05 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 16
14th Haze 122nd year of Ascendancy at 11:39 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
19th Dusk 124th year of Ascendancy at 06:15 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 44
40th Dusk 123rd year of Ascendancy at 05:57 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
30th Regrowth 124th year of Ascendancy at 12:47 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 28
57th Regrowth 123rd year of Ascendancy at 16:17 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 46
58th Dusk 123rd year of Ascendancy at 21:04 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 10
35th Dusk 122nd year of Ascendancy at 19:07 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 20
76th Haze 122nd year of Ascendancy at 14:04 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 30
77th Regrowth 123rd year of Ascendancy at 01:29 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 40
7th Mirth 123rd year of Ascendancy at 17:13 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
34th Haze 123rd year of Ascendancy at 15:27 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
5th Dusk 124th year of Ascendancy at 17:19 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 41
24th Dusk 123rd year of Ascendancy at 08:37 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
25th Dusk 124th year of Ascendancy at 12:11 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
2nd Summertide 124th year of Ascendancy at 09:46 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 12
46th Dusk 122nd year of Ascendancy at 19:04 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 42
29th Dusk 123rd year of Ascendancy at 05:46 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 26
46th Regrowth 123rd year of Ascendancy at 20:39 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 41
24th Dusk 123rd year of Ascendancy at 02:51 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 10
36th Dusk 122nd year of Ascendancy at 13:34 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
15th Pyre 124th year of Ascendancy at 18:39 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 28
65th Regrowth 123rd year of Ascendancy at 15:47 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 22
1st Regrowth 123rd year of Ascendancy at 21:47 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 50
69th Regrowth 124th year of Ascendancy at 09:00 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 6
12nd Dusk 122nd year of Ascendancy at 19:18 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 33
28th Pyre 123rd year of Ascendancy at 01:49 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 47
1st Haze 123rd year of Ascendancy at 13:02 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 25
42nd Regrowth 123rd year of Ascendancy at 03:08 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 15
14th Haze 122nd year of Ascendancy at 09:16 see stats
By Gonna Die to Inner Demons the Ghoul Bastion level 36
43rd Pyre 123rd year of Ascendancy at 21:22 see stats
Log
There is an item here: Omniscience (7 def, 0 armour)
There is an item here: Crown of the Elements (0 def, 5 armour)
There is an item here: The Face of Fear (8 def, 0 armour)
There is an item here: Hat of Arcane Understanding (2 def, 0 armour)
There is an item here: Aletta's Diadem (0 def, 0 armour)
There is an item here: Cinderfeet (3 def, 5 armour)
There is an item here: Shifting Boots (7 def, 1 armour)
There is an item here: Wanderer's Rest (4 def, 0 armour)
There is an item here: The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)
There is an item here: Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)
There is an item here: Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)
There is an item here: Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)
There is an item here: Tree of Life
Ran for 2 turns (stop reason: object seen).
You transfer Eyal's Will (22-24.2 power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
Gonna Die to Inner Demons deactivates Spectral Shield.
A shield forms around Gonna Die to Inner Demons.
Gonna Die to Inner Demons deactivates Shield Wall.
Gonna Die to Inner Demons deactivates Iron Guard.
Gonna Die to Inner Demons deactivates Sword and Board.
Gonna Die to Inner Demons deactivates Warsong.
Gonna Die to Inner Demons deactivates Honor.
Gonna Die to Inner Demons deactivates Attacks of Opportunity.