











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 614% |
| Size | medium |
| Lifes / Deaths | Killed by Voroyatta the ghoul at level 17 on the 29th Haze 122nd year of Ascendancy at 11:14 2 / 6Killed by Elarimina the orc elite fighter at level 31 on the 4th Decay 123rd year of Ascendancy at 11:33 Killed by Gyba the heavy bone giant at level 45 on the 12nd Haze 125th year of Ascendancy at 15:22 Killed by Eilinalramira the fire wyrm at level 46 on the 17th Haze 125th year of Ascendancy at 02:26 Killed by Nurghon the champion of Urh'Rok at level 46 on the 17th Haze 125th year of Ascendancy at 11:07 Killed by Quonan at level 50 on the 27th Haze 125th year of Ascendancy at 14:52 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 37) |
| Dexterity | 106.1 (base 60) |
| Constitution | 23 (base 18) |
| Magic | 14 (base 8) |
| Willpower | 80.1 (base 60) |
| Cunning | 110.1 (base 60) |
Resources
| Life | 616/1181 |
| Steam | 100/100 |
| Stamina | 301/402 |
| Equilibrium | 32 |
| Healing Factor | 1.1010362694301 |
| Regeneration | 17.77095304791 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 12 |
| Lite | -5 |
| Infravision | 19 |
| See Stealth | 71.526657259546 |
| See Invisible | 71.526657259546 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 75 |
| Crit Chance | 47% |
| APR | 16 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Darkness | +18% |
| Fire | +28% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.837247686486 (57.811550151976%) |
| Defense | 74 |
| Ranged Defense | 79 |
| Fatigue | 22.761617380809 |
| Physical Save | 63 |
| Spell Save | 51 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 43%( 73%) |
| Blight | + 73%( 73%) |
| Arcane | + 41%( 73%) |
| Cold | + 55%( 73%) |
| All | + 22%( 73%) |
| Lightning | + 69%( 73%) |
| Temporal | + 29%( 73%) |
| Mind | + 31%( 73%) |
| Physical | + 26%( 73%) |
| Fire | + 61%( 73%) |
| Nature | + 48%( 73%) |
Defense: Immunities
| Stun Resistance | 90% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 100% |
| Bleed Resistance | 80% |
| Teleport Resistance | 100% |
| Pinning Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 298 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 63%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -770 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Numbing Poison |
| talent | Antimagic Shield |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 14 and keeps you from dying even if your life drops to -770. Heroism |
| beneficial effect | The target stands strong, increasing all resistances by 14.8% and resistance caps by 3.1%. Eternal Warrior |
| beneficial effect | You gain 38% resistance against cold. Resolve |
| detrimental effect | Huge cut that bleeds, doing 11.17 physical damage per turn. Bleeding |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 21%. Exhaustion |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (6). Armor Corroded |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 44 defense. Evasion |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
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. | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by snow giant. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by Quonan. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 466. | 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. | active |
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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 too late. The place has been drained of its power and the sorcerers have left. 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of hardened leather boots of evasion (11 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +11 (+2 eff.) Fatigue: +3% Changes resistances: +7% fire / +5% cold Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Gunyroddarig (7/20, 52-62.4 power, 10 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +12.0% Capacity: 20 On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
| Light source | burglar's dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +9 Cun Changes resistances: +3% all Spell save: +10 (+3 eff.) Light radius: -6 Infravision radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Shocksun the drakeskin leather cap (0 def, 17 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str / +6 Wil Changes resistances: +18% blight / +6% fire / +6% nature Mental save: +13 (+4 eff.) Only die when reaching: -40.00 life Light radius: +1 Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
| On hands | hardened leather gloves 'Velyyamira' (9 def, 12 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +12 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str Changes resistances: +5% arcane / +12% acid Talent granted: +5 Iron Grip Physical save: +30 (+8 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun pickaxe 'Betumira' (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +2 Cun / +3 Str Changes resistances: +5% arcane Changes resistances penetration: +15% mind Changes damage: +12% mind / +8% fire Grants telepathy: Dragon Mental save: +7 (+2 eff.) Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Glorurelaith'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +6% acid / +28% fire Changes resistances penetration: +15% acid Changes damage: +14% fire Physical save: +18 (+5 eff.) Poison immunity: +15% Pinning immunity: +20% Rings can have magical properties. |
| On fingers | AdoldataInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +6 Cun / +9 Dex Changes resistances: +8% blight / +3% temporal / +12% nature / +9% acid Poison immunity: +18% Disease immunity: +14% Cut immunity: +10% Pinning immunity: +20% Rings can have magical properties. |
| Around neck | CracklescarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +9% fire / +6% physical Changes damage: +12% lightning / +6% fire Stamina each turn: +0.20 Amulets can have magical properties. |
| In main hand | Bleakobeisance Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +2 darkness When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +18% darkness Slings are used to hurl stones or metal shots at your foes. |
| Around waist | monstrous hardened leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +13 Stealth bonus: +8 Physical save: +8 (+2 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
| In off hand | Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +40% blight / +15% nature / +15% arcane Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+8 eff.) Poison immunity: +50% Disease immunity: +75% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 21 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
| Cloak | murderer's elven-silk cloak of implacability (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +3 (+0 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +30% lightning Physical save: +12 (+3 eff.) Mental save: +8 (+3 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eremorion the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% lightning / +6% temporal / +6% mind Blindness immunity: +20% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +40% Teleport immunity: +20% Life regen: +10.00 Only die when reaching: -40.00 life A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.medical injector implant (efficiency 126% / cooldown 74%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 74%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 70) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 80) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 44) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 84.93 physical damage and 169.87 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
serendipitous voratun amulet of strength (+16)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +9 (+2 eff.) Changes stats: +16 Lck / +8 Str Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +5 Con Life regen: +0.90 Maximum life: +56.00 Healing mod.: +19% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +9% Changes stats: +4 Mag / +5 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Maximum mana: +63.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental voratun battleaxe of torment (59-88.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion When wielded/worn: Changes resistances penetration: +21% acid / +19% darkness / +20% lightning / +17% fire / +21% mind / +20% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.glacial voratun longsword of disruption (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +22 ice Damage against: +22% Unnatural When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold Sharp, long, and deadly. |
Curewrack the dwarven-steel mace (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +14 darkness Damage against: +12% Living When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% nature / +3% temporal Changes resistances penetration: +10% lightning Changes damage: +3% nature / +6% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Blazevalor the voratun waraxe (38.5-53.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +38 blight Burst (radius 2) on crit: +20 blight When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% acid / +6% light Changes damage: +9% blight Spell save: +15 (+5 eff.) Disease immunity: +33% Confusion immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +20% One-handed war axes. |
Emewen the pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar calls for a summoner. This natural mindstar summons a caller. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes resistances penetration: +2% acid / +5% physical / +6% fire / +15% mind / +6% cold Changes damage: +9% acid / +9% fire / +10% cold / +9% physical Life regen: +1.20 Stamina each turn: +0.60 Maximum life: +61.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +8% 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. |
This item will automatically be transmogrified when you leave the level.reinforced voratun steamsaw (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +112 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Block value: +75 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Haneldir the Galemonster (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes resistances: +24% lightning / +12% fire / +16% cold Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayalin the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes stats: +3 Mag / +4 Wil / +1 Con Changes resistances: +5% fire Changes damage: +9% mind / +4% fire Disarm immunity: +0% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of butchering (0 def, 7 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +9 (+2 eff.) Armour: +7 Changes resistances: +9% blight Spell save: +13 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +0% Maximum life: +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanetodelin (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +12% acid / +2% physical Spell save: +30 (+10 eff.) Silence immunity: +0% Only die when reaching: -20.00 life Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A cap made of leather. |
werebeast's drakeskin leather cap of absorption (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +4 Cun / +3 Con Changes resistances: -31% light Life regen: +3.10 Stamina when hit: +3.00 Equilibrium when hit: +1.80 A cap made of leather. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
7 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 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
11 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. |
13 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. |
6 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. |
12 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. |
7 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. |
5 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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
455 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. |
62 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
amazing air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 22] amazing fiery salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (22% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing frost salve [power 22] amazing frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
amazing healing salve [power 315] amazing healing salve [power 315]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 315, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 275] amazing pain suppressor salve [power 275]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -275 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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)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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 176 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. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Quonan the Halfling Skirmisher level 21
3rd Allure 123rd year of Ascendancy at 03:30 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Quonan the Halfling Skirmisher level 28
35th Haze 123rd year of Ascendancy at 08:20 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Quonan the Halfling Skirmisher level 14
66th Dusk 122nd year of Ascendancy at 16:49 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Quonan the Halfling Skirmisher level 32
34th Regrowth 124th year of Ascendancy at 11:52 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Quonan the Halfling Skirmisher level 38
30th Regrowth 125th year of Ascendancy at 07:18 see stats
Brave new world
Went to the Far East and took part in the war.By Quonan the Halfling Skirmisher level 26
63rd Dusk 123rd year of Ascendancy at 03:03 see stats
Bringer of Doom
Killed a Bringer of Doom.By Quonan the Halfling Skirmisher level 47
23rd Haze 125th year of Ascendancy at 14:35 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Quonan the Halfling Skirmisher level 23
31st Regrowth 123rd year of Ascendancy at 03:10 see stats
Clone War
Destroyed your own Shade.By Quonan the Halfling Skirmisher level 31
11st Regrowth 124th year of Ascendancy at 09:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Quonan the Halfling Skirmisher level 23
40th Dusk 123rd year of Ascendancy at 07:31 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Quonan the Halfling Skirmisher level 27
31st Haze 123rd year of Ascendancy at 09:24 see stats
Destroyer of the creation
Killed Slasul.By Quonan the Halfling Skirmisher level 33
34th Pyre 124th year of Ascendancy at 20:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Quonan the Halfling Skirmisher level 25
51st Dusk 123rd year of Ascendancy at 00:50 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Quonan the Halfling Skirmisher level 40
51st Regrowth 125th year of Ascendancy at 14:20 see stats
Exterminator
Killed 1000 creatures.By Quonan the Halfling Skirmisher level 18
4th Decay 122nd year of Ascendancy at 12:40 see stats
Fear me not!
Survived the Fearscape!By Quonan the Halfling Skirmisher level 23
1st Summertide 123rd year of Ascendancy at 00:27 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Quonan the Halfling Skirmisher level 44
73rd Dusk 125th year of Ascendancy at 13:36 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Quonan the Halfling Skirmisher level 32
30th Pyre 124th year of Ascendancy at 03:52 see stats
Fool of a Took!
Killed oneself as a halfling.By Quonan the Halfling Skirmisher level 50
27th Haze 125th year of Ascendancy at 14:52 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Quonan the Halfling Skirmisher level 22
10th Regrowth 123rd year of Ascendancy at 10:50 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Quonan the Halfling Skirmisher level 35
5th Haze 124th year of Ascendancy at 19:20 see stats
Level 10
Got a character to level 10.By Quonan the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 19:16 see stats
Level 20
Got a character to level 20.By Quonan the Halfling Skirmisher level 20
9th Decay 122nd year of Ascendancy at 20:09 see stats
Level 30
Got a character to level 30.By Quonan the Halfling Skirmisher level 30
49th Haze 123rd year of Ascendancy at 17:16 see stats
Level 40
Got a character to level 40.By Quonan the Halfling Skirmisher level 40
46th Regrowth 125th year of Ascendancy at 22:01 see stats
Level 50
Got a character to level 50.By Quonan the Halfling Skirmisher level 50
27th Haze 125th year of Ascendancy at 10:53 see stats
Orcrist
Killed the leaders of the Orc Pride.By Quonan the Halfling Skirmisher level 44
70th Dusk 125th year of Ascendancy at 18:52 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Quonan the Halfling Skirmisher level 50
27th Haze 125th year of Ascendancy at 14:52 see stats
Size is everything
Did over 1500 damage in one attack.By Quonan the Halfling Skirmisher level 46
21st Haze 125th year of Ascendancy at 06:40 see stats
Size matters
Did over 600 damage in one attack.By Quonan the Halfling Skirmisher level 22
30th Regrowth 123rd year of Ascendancy at 07:39 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Quonan the Halfling Skirmisher level 26
57th Dusk 123rd year of Ascendancy at 23:26 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Quonan the Halfling Skirmisher level 50
27th Haze 125th year of Ascendancy at 14:50 see stats
The Arena
Unlocked Arena mode.By Quonan the Halfling Skirmisher level 6
79th Pyre 122nd year of Ascendancy at 02:37 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Quonan the Halfling Skirmisher level 44
70th Dusk 125th year of Ascendancy at 16:16 see stats
The Old Ones
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Quonan the Halfling Skirmisher level 36
2nd Regrowth 125th year of Ascendancy at 03:21 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Quonan the Halfling Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 03:50 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Quonan the Halfling Skirmisher level 34
72nd Dusk 124th year of Ascendancy at 22:43 see stats
They Came From Outer Space!
Discovered the true origin of dwarves and drems.By Quonan the Halfling Skirmisher level 40
47th Regrowth 125th year of Ascendancy at 08:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Quonan the Halfling Skirmisher level 26
51st Dusk 123rd year of Ascendancy at 14:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Quonan the Halfling Skirmisher level 19
8th Decay 122nd year of Ascendancy at 22:26 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Quonan the Halfling Skirmisher level 20
1st Wintertide 123rd year of Ascendancy at 22:25 see stats
Log
Quonan repels an attack from Argoniel.
Argoniel misses Quonan.
Quonan is no longer cursed.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
You feel a surge of power as a powerful creature falls nearby.
Quonan is invigorated by the attack!
Quonan shrugs off the effect 'Wet'!
Something hits Quonan for (103 antimagic), 20 cold (20 total damage).
Something hits Argoniel for 71 cold damage.
Bleeding from Argoniel hits Quonan for 10 physical damage.
Personal New Achievement: Fool of a Took!!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Quonan deactivates Trained Reactions.
Quonan deactivates Numbing Poison.
Quonan deactivates Antimagic Shield.
Quonan is no longer evading attacks.
Quonan is fully armored again.
Quonan deactivates Leeching Poison.
Quonan is no longer attuned.
Quonan speeds up.
Quonan deactivates Apply Poison.
Quonan stops bleeding.

































































































































