












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 20305% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 120 (base 65) |
Dexterity | 48 (base 17) |
Constitution | 81 (base 32) |
Magic | 21 (base 9) |
Willpower | 120 (base 63) |
Cunning | 99 (base 57) |
Resources
Hate | 109/109 |
Equilibrium | 71 |
Life | 1648/1648 |
Stamina | 547/547 |
Psi | 190/190 |
Healing Factor | 1.6743027888448 |
Regeneration | 11.636404382471 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +435.10022496657% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 5 |
See Stealth | 44.698633710524 |
See Invisible | 44.698633710524 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 293 |
Accuracy | 81 |
Crit Chance | 106% |
APR | 68 |
Speed | 0.67 |
Offense: Offhand
Damage | 143 |
Accuracy | 81 |
Crit Chance | 106% |
APR | 68 |
Speed | 0.67 |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Light | +13% |
Physical | +41% |
Nature | +47% |
All | +7% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 143.41340872135 (85.666666666667%) |
Defense | 61 |
Ranged Defense | 72 |
Fatigue | 43 |
Physical Save | 69 |
Spell Save | 63 |
Mental Save | 72 |
Defense: Resistances
Acid | + 54%( 77%) |
Blight | + 77%( 77%) |
Arcane | + 77%( 77%) |
Cold | + 77%( 77%) |
All | + 25%( 77%) |
Mind | + 66%( 77%) |
Lightning | + 77%( 77%) |
Light | + 36%( 77%) |
Temporal | + 41%( 77%) |
Physical | + 77%( 77%) |
Darkness | + 49%( 77%) |
Fire | + 51%( 77%) |
Nature | + 74%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 75% |
Blind Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 80% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 360 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 729 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Volatile Poison |
talent | Wild Growth |
talent | Surge |
talent | Leeching Poison |
talent | Kinetic Shield |
talent | Apply Poison |
talent | Mitosis |
talent | Shards |
talent | Charged Shield |
talent | Stalk |
talent | Antimagic Shield |
talent | Beyond the Flesh |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+25). Continuum Destabilization |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +20% physical damage, +10 physical save, +10 mental save, 0/41 damage shrugged off this turn) Rampaging |
beneficial effect | You gain 98% resistance against arcane. Resolve |
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 |
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 lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 3395. | 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. You have been shown a secret entrance to his stronghold. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within14 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
Psionic focus | ![]() 3.0 T5 greatsword 1H weapon [Random Unique] Master/Psionic Power 103.5 - 165.6 Physical Uses 166% Wil Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +21.0% Dmg.mod +6% darkness ----- def ----- Die.at -20.00 life ---------- misc Telepathy Demon/Minor Demon/Major Massive two-handed swords. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Melee+ 11 physical Dmg.mod +8% physical Apr +1 ----- def ----- Armour +11 Resists +30% blight +29% darkness +43% arcane Affinity +21% nature Spell.save +36 (+9 eff.) HP.reg +0.20 ---------- misc Masteries +0.40 Wild-gift/Antimagic Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Mag +8 Con dps ---------- Res.pen +15% all Apr +15 ----- def ----- Resists +15% blight +2% physical +12% mind +3% all Spell.save +10 (+3 eff.) HP.reg +6.50 Cut- +10% Silence- +10% ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +7 Dex +12 Wil +10 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +11 Fatigue +5% Resists +3% darkness +13% physical Phys.save +13 (+4 eff.) Poison- +5% Def/telep +5 Res/telep +5% Dur/telep +5% Skullcr.mult +3 A cap made of leather. |
On feet | ![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +3 Dex +5 Cun +4 Con dps ---------- Crit.mult +12.00% Melee+ 13 bleed Ranged+ 9 bleed Dmg.mod +6% physical On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +20.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +8 Wil +8 Cun +10 Con dps ---------- Phys.pwr +14 (+3 eff.) Mind.pwr +13 (+2 eff.) Dmg.mod +20% nature +6% light ----- def ----- Resists +9% temporal +9% light +9% blight +6% fire +40% nature +3% cold Mind.save +15 (+4 eff.) Confus- +41% ---------- misc Light +1 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck dps ---------- Phys.pwr +6 (+1 eff.) Acc +18 (+4 eff.) Apr +2 Melee Ret 8 darkness On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Defense +27 (+7 eff.) Rng.Def +3 (+1 eff.) Resists +24% mind +3% temporal Res.Cap +7% all Phys.save +45 (+11 eff.) Spell.save +14 (+4 eff.) Mind.save +23 (+6 eff.) Unseen.red 14% Confus- +49% ---------- misc Max.stam +15.00 Amulets can have magical properties. |
In main hand | ![]() 7.0 T5 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Power 75.0 - 90.0 Physical Uses 145% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +194 Melee+ +30 cold On Crit.r2 +8 mind On Hit: * 47% chance to cause random gloom * Slows global speed by 40% * deal bonus physical damage equal to your armor On Crit: * smash the target with your shield crippling them While equipped: Stats +6 Wil dps ---------- Phys.crit +6.0% Phys.pwr +10 (+2 eff.) Melee Ret 19 ice 8 mind On Hit (Melee): * 15% chance to blind ----- def ----- Armour +18 Hardiness +10% Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +20% physical +19% mind +16% cold ---------- misc Light +3 Talents +5 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Dex +6 Wil +11 Cun dps ---------- Phys.crit +30.0% Mind.crit +31% ----- def ----- Resists +9% temporal Mind.save +15 (+4 eff.) Max.HP +155.00 Confus- +20% ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Nature/Master When used to Attack: Power 69.5 - 83.4 Physical Uses 145% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +202 On Hit: * deal bonus physical damage equal to your armor On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +18 Hardiness +9% Defense +21 (+5 eff.) Rng.Def +21 (+5 eff.) Fatigue +14% Resists +58% lightning +20% physical +6% acid +9% blight Spell.save +9 (+2 eff.) Pinning- +15% Stun/Frz- +10% ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +30.00% Acc +11 (+2 eff.) Apr +15 On Hit (Melee): * 10 arcane resource burn * 30% chance to inflict 15% damage reduction ----- def ----- Armour +13 Defense +16 (+4 eff.) Resists +13% acid +6% light +49% cold +9% fire +6% nature +10% lightning Phys.save +15 (+4 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+2 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master Power 43.5 - 60.9 Physical Uses 145% Wil Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% physical Res.pen +14% physical Acc +15 (+3 eff.) Apr +15 ----- def ----- Defense +12 (+3 eff.) Disarm- +50% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego] Disrupt Power 42.5 - 59.5 Physical Uses 145% Wil Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 17 arcane resource burn While equipped: ----- def ----- Resists +17% acid +15% fire +13% lightning +17% cold Spell.save +15 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 47.0 - 65.8 Physical Uses 145% Wil Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 19% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +50% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego] Master Power 59.0 - 82.6 Physical Uses 145% Wil Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Disarm- +47% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 15.5 - 17.1 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +8% mind +10% darkness Melee Ret 10 mind 10 darkness ----- def ----- Phys.save +10 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +14.0% Spell.crit +5% Spell.pwr +25 (+4 eff.) Melee+ 36 arcane Dmg.mod +30% darkness ---------- misc Max.mana +103.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Crit.mult +14.00% Phys.pwr +14 (+3 eff.) Spell.pwr +25 (+4 eff.) Dmg.mod +30% cold Acc +15 (+3 eff.) ----- def ----- Armour +12 Defense +9 (+2 eff.) ---------- misc Wards +3 cold Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Nature Power 39.0 - 54.6 Physical Uses 145% Wil Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 nature +16 temporal One-handed war axes. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +14% fire +13% cold ---------- misc Stam/turn +1.30 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Fatigue +4% HP.reg +5.40 Heal.mod +30% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 54% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T5 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 13 blight Dmg.mod +11% blight ----- def ----- Armour +3 Resists +10% blight Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +12% cold A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% cold +15% darkness +14% fire Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +10 Mag +10 Con dps ---------- Spell.crit +5% Spell.pwr +6 (+1 eff.) Dmg.mod +17% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Mana/turn +0.34 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +13% cold Phys.save +13 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T5 massive armor [Ego+] Master/Psionic While equipped: Stats +9 Cun +9 Wil ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +30% lightning Mind.save +25 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 19 physical ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Max.HP +100.00 HP.reg +2.90 Heal.mod +25% A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego+] Nature When used to Attack: Power 67.5 - 81.0 Physical Uses 145% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +5.0% Block +200 Melee+ +20 nature While equipped: dps ---------- Melee Ret 20 nature ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +40% nature +37% blight Max.HP +99.00 ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Crinus the Dwarf Adventurer level 50
21st Wealth 123rd year of Ascendancy at 19:11 see stats
By Crinus the Dwarf Adventurer level 26
28th Shortage 122nd year of Ascendancy at 22:55 see stats
By Crinus the Dwarf Adventurer level 49
20th Wealth 123rd year of Ascendancy at 05:51 see stats
By Crinus the Dwarf Adventurer level 15
7th Loss 122nd year of Ascendancy at 13:11 see stats
By Crinus the Dwarf Adventurer level 50
15th Gold 124th year of Ascendancy at 17:34 see stats
By Crinus the Dwarf Adventurer level 50
39th Profit 124th year of Ascendancy at 12:11 see stats
By Crinus the Dwarf Adventurer level 50
3rd Wealth 124th year of Ascendancy at 08:34 see stats
By Crinus the Dwarf Adventurer level 50
13rd Gold 124th year of Ascendancy at 14:23 see stats
By Crinus the Dwarf Adventurer level 50
38th Dearth 123rd year of Ascendancy at 09:54 see stats
By Crinus the Dwarf Adventurer level 50
31st Dearth 123rd year of Ascendancy at 04:26 see stats
By Crinus the Dwarf Adventurer level 50
20th Gold 124th year of Ascendancy at 01:48 see stats
By Crinus the Dwarf Adventurer level 12
13rd Wealth 122nd year of Ascendancy at 18:11 see stats
By Crinus the Dwarf Adventurer level 50
29th Stralite 124th year of Ascendancy at 06:48 see stats
By Crinus the Dwarf Adventurer level 50
35th Dearth 123rd year of Ascendancy at 02:30 see stats
By Crinus the Dwarf Adventurer level 35
16th Gold 123rd year of Ascendancy at 18:32 see stats
By Crinus the Dwarf Adventurer level 50
19th Wealth 124th year of Ascendancy at 17:43 see stats
By Crinus the Dwarf Adventurer level 20
20th Shortage 122nd year of Ascendancy at 10:10 see stats
By Crinus the Dwarf Adventurer level 27
8th Iron 123rd year of Ascendancy at 10:45 see stats
By Crinus the Dwarf Adventurer level 50
16th Wealth 124th year of Ascendancy at 10:18 see stats
By Crinus the Dwarf Adventurer level 50
29th Stralite 124th year of Ascendancy at 02:02 see stats
By Crinus the Dwarf Adventurer level 50
45th Stralite 124th year of Ascendancy at 21:28 see stats
By Crinus the Dwarf Adventurer level 48
18th Wealth 123rd year of Ascendancy at 04:31 see stats
By Crinus the Dwarf Adventurer level 26
28th Shortage 122nd year of Ascendancy at 22:23 see stats
By Crinus the Dwarf Adventurer level 50
39th Profit 124th year of Ascendancy at 13:10 see stats
By Crinus the Dwarf Adventurer level 10
24th Voratun 122nd year of Ascendancy at 02:10 see stats
By Crinus the Dwarf Adventurer level 20
19th Shortage 122nd year of Ascendancy at 05:36 see stats
By Crinus the Dwarf Adventurer level 30
5th Steel 123rd year of Ascendancy at 00:36 see stats
By Crinus the Dwarf Adventurer level 40
3rd Acquisition 123rd year of Ascendancy at 12:27 see stats
By Crinus the Dwarf Adventurer level 50
20th Wealth 123rd year of Ascendancy at 05:51 see stats
By Crinus the Dwarf Adventurer level 50
33rd Profit 124th year of Ascendancy at 02:10 see stats
By Crinus the Dwarf Adventurer level 50
18th Voratun 124th year of Ascendancy at 16:16 see stats
By Crinus the Dwarf Adventurer level 14
8th Dearth 122nd year of Ascendancy at 21:32 see stats
By Crinus the Dwarf Adventurer level 50
10th Dearth 123rd year of Ascendancy at 12:15 see stats
By Crinus the Dwarf Adventurer level 50
35th Dearth 123rd year of Ascendancy at 04:00 see stats
By Crinus the Dwarf Adventurer level 6
20th Voratun 122nd year of Ascendancy at 04:36 see stats
By Crinus the Dwarf Adventurer level 50
19th Wealth 124th year of Ascendancy at 17:43 see stats
By Crinus the Dwarf Adventurer level 26
28th Shortage 122nd year of Ascendancy at 22:55 see stats
By Crinus the Dwarf Adventurer level 12
2nd Acquisition 122nd year of Ascendancy at 06:00 see stats
By Crinus the Dwarf Adventurer level 26
28th Shortage 122nd year of Ascendancy at 22:55 see stats
By Crinus the Dwarf Adventurer level 35
44th Steel 123rd year of Ascendancy at 11:13 see stats
By Crinus the Dwarf Adventurer level 39
8th Voratun 123rd year of Ascendancy at 23:02 see stats
By Crinus the Dwarf Adventurer level 50
17th Voratun 124th year of Ascendancy at 13:55 see stats
By Crinus the Dwarf Adventurer level 50
9th Iron 124th year of Ascendancy at 15:21 see stats
By Crinus the Dwarf Adventurer level 21
21st Shortage 122nd year of Ascendancy at 00:42 see stats
By Crinus the Dwarf Adventurer level 16
17th Loss 122nd year of Ascendancy at 23:25 see stats
By Crinus the Dwarf Adventurer level 48
19th Wealth 123rd year of Ascendancy at 14:51 see stats
Log
Elandar's glacial vapour area effect hits Daelach for 33 cold damage.
Crinus has shrugged off 11 damage and is ready for more.
Crinus's Beyond the Flesh performs a melee critical strike against Elandar!
Elandar shrugs off the critical damage!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Your hate has conquered a great adversary! (+92 hate)
Elandar is no longer being stalked by Crinus's Beyond the Flesh.
Poison bursts out of Elandar's corpse!
Crinus's Beyond the Flesh hits Elandar for 348 physical damage.
Crinus's Beyond the Flesh killed Elandar!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Crinus deactivates Mitosis.
Crinus deactivates Apply Poison.
Crinus deactivates Antimagic Shield.
Crinus deactivates Charged Shield.
Crinus deactivates Surge.
Crinus deactivates Wild Growth.
Crinus deactivates Volatile Poison.
Crinus deactivates Leeching Poison.
Crinus is no longer rampaging.
Crinus deactivates Beyond the Flesh.
Crinus deactivates Stalk.
Crinus deactivates Kinetic Shield.
Crinus is no longer attuned.
Crinus deactivates Shards.