Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Flenser |
| Level / Exp | 50 / 236% |
| Size | medium |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 41st Haze 123rd year of Ascendancy at 15:43 / 2Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 52nd Haze 123rd year of Ascendancy at 05:26 |
Primary Stats
| Strength | 126 (base 56) |
| Dexterity | 109 (base 60) |
| Constitution | 71.742305735974 (base 25) |
| Magic | 66 (base 36) |
| Willpower | 36 (base 7) |
| Cunning | 142 (base 60) |
Resources
| Life | -14/2261 |
| Positive | 0/177 |
| Stamina | 16/364 |
| Vim | 68/68 |
| Healing Factor | 1.3315789473684 |
| Regeneration | 8.3223684210526 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 12 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 95 |
| Crit Chance | 85% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 128 |
| Accuracy | 95 |
| Crit Chance | 93% |
| APR | 90 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47.333333333333 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 55.537383948592 (70.422535211268%) |
| Defense | 59.616377066405 |
| Ranged Defense | 59.616377066405 |
| Fatigue | 12 |
| Physical Save | 54.466285936776 |
| Spell Save | 49.629683600912 |
| Mental Save | 64.7 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 80% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 430 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 741 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flensing style | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.70 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood magic | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Crippling Poison |
| talent | Numbing Poison |
| talent | Bone Shield |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is recovering 45 life each turn. Recovery |
| beneficial effect | The target's combat attack is improved by 119. Attack |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)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. | 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 Horned Horror. * 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. | active |
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: 695. | 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. | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 29.04 cold damage and 33.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | elven-silk wizard hat 'Pureworth' (3 def, 0 armour) elven-silk wizard hat 'Pureworth' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +1 Dex / +11 Wil / +19 Cun Changes resistances: +3% nature Changes resistances penetration: +10% nature Reduces incoming crit damage: 5.00% Mental save: +42 Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Mental crit. chance: +8% Infravision radius: +1 Damage Shield Power: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 146 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | spellstreaming voratun gauntlets of archery (0 def, 3 armour) spellstreaming voratun gauntlets of archery (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +12 Armour: +3 Changes stats: +9 Cun / +9 Dex Mana each turn: +0.12 Spellpower: +15 Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). Damage (Melee): +18 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | Silenn the voratun ring Silenn the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +14 Changes stats: +10 Str / +15 Con Changes resistances: +24% acid / +16% blight / +26% fire / +24% lightning / +30% cold Changes resistances penetration: +20% temporal Changes damage: +16% blight Spell save: +19 Mental save: +6 Cut immunity: +15% Disarm immunity: +10% Maximum life: +30.00 Maximum stamina: +37.00 Rings can have magical properties. |
| On fingers | gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 Effects on melee hit: * 19% chance to cause random insanity Damage (Melee): 17 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 11 bleed Changes stats: +7 Str / +4 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around neck | Nerona the Thunderstreak Nerona the ThunderstreakInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +8 Physical crit. chance: +5.0% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +1 Cun Changes resistances: +26% lightning Talent masteries: +0.40 Cunning / Dirty fighting +0.40 Technique / Combat veteran Critical mult.: +17.00% Stun/Freeze immunity: +43% Light radius: +1 See invisible: +9 Amulets can have magical properties. |
| In main hand | voratun rapier of ruin (41-53.3 power, 6 apr) voratun rapier of ruin (41-53.3 power, 6 apr)Requires: - Strength 38 - Dexterity 38 Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 41.0 - 53.3 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +14.0% Critical mult.: +10.00% A light sword. |
| Around waist | balancing drakeskin leather belt of magery balancing drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +4 Dex / +5 Mag / +5 Wil / +5 Cun Spell crit. chance: +5% Mental crit. chance: +14% A belt that goes around your waist. |
| In off hand | Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 13.13 acid and 14.85 blight damage. If not cleared after five turns it will inflict 194.71 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
| Cloak | Erumas (13 def, 0 armour) Erumas (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +19 Armour penetration: +25 Defense: +13 Changes stats: +7 Dex / +4 Wil / +6 Cun / +4 Con Changes resistances: +6% lightning / +20% fire / +21% light Grants telepathy: Dragon Critical mult.: +30.00% Stealth bonus: +30 Maximum life: +70.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) 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: 15 Travel Speed: instantaneous Usage Speed: 1 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 and dealing 73.36 physical damage and 128.69 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. |
shielding rune of the sneak (absorb 790 for 5 turns) shielding rune of the sneak (absorb 790 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 790 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 475 for 5 turns) shielding rune of the titan (absorb 475 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 475 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +4 Con Critical mult.: +17.00% Physical save: +16 Life regen: +1.70 Maximum life: +43.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level. old gleaming aurastoneold gleaming aurastone Requires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Additonal Strike on hit (costing 2 mana): Base power: 5.0 - 5.5 Uses stat: 20% Mag Damage type: Temporal Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel dagger of erosion (15-19.5 power, 7 apr)blazebringer's dwarven-steel dagger of erosion (15-19.5 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature / +8 temporal Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +4% fire Global speed: +2% Sharp, short and deadly. |
Ulfuromirain the Flashblow (41.5-53.95 power, 6 apr) Ulfuromirain the Flashblow (41.5-53.95 power, 6 apr)Requires: - Dexterity 38 - Strength 38 Powered by arcane forces Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 41.5 - 54.0 Uses stats: 40% Str, 40% Dex, 40% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +18 blight / +20 mind / +35 acid Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 arcane Changes resistances penetration: +5% acid / +15% lightning Changes damage: +3% acid Disease immunity: +34% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A light sword. |
This item will automatically be transmogrified when you leave the level. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (15-18 power, 3 apr, fire element)ash magestaff of might (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Prismsteel the hardened leather belt Prismsteel the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun / +4 Dex Changes resistances: +3% nature Changes resistances penetration: +10% light Changes damage: +6% nature Mental crit. chance: +8% Light radius: +1 A belt that goes around your waist. |
dwarven-steel buckler of radiance dwarven-steel buckler of radianceRequires: - Strength 20 - Dexterity 20 Powered by arcane forces 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Defense: +8 Fatigue: +6% Effects when hit in melee: * 15% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +10% light Talent granted: +3 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. 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. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 62.56 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
spellstreaming drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) spellstreaming drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 Armour: +3 Changes stats: +5 Dex Mana each turn: +0.24 Spellpower: +11 Spell crit. chance: +4% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +13.0% Attack speed: 100% When this weapon hits: Elemental bolt (10% chance level 5). Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armalathalasin (6 def, 3 armour) Armalathalasin (6 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Ranged Defense: +6 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +3 Str / +5 Mag / +8 Wil / +2 Cun Changes damage: +12% blight / +11% arcane Silence immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +10% Spell crit. chance: +3% Mindpower: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 710.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Ce'Nulle the drakeskin leather cap (0 def, 17 armour) Ce'Nulle the drakeskin leather cap (0 def, 17 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +2 Mag / +5 Cun / +5 Con Changes resistances: -28% light Changes resistances penetration: +10% arcane Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 5.00% Life regen: +8.00 Infravision radius: +7 See invisible: +3 A cap made of leather. |
voratun helm 'Glolle' (0 def, 5 armour) voratun helm 'Glolle' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +5 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Str / +4 Dex / +4 Cun / +10 Con Changes resistances: +6% mind / +5% arcane Physical save: +14 Mental save: +14 Poison immunity: +15% Silence immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +10% Only die when reaching: -20.00 life It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened dwarven-steel mail armour of thunder (3 def, 15 armour) hardened dwarven-steel mail armour of thunder (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 Armour: +15 Defense: +3 Fatigue: +16% Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +10% acid / +8% physical / +9% fire / +10% cold / +21% lightning Spellpower: +19 Spell crit. chance: +7% Mindpower: +13 Mental crit. chance: +7% A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Cuirass of the Dark Lord (0 def, 40 armour) Cuirass of the Dark Lord (0 def, 40 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +40 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Runoyamnir (9 def, 16 armour) Runoyamnir (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +14% acid / +15% physical / +6% darkness / +15% cold / +45% fire / +9% nature / +20% lightning Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-5 turns) Critical mult.: +5.00% Disarm immunity: +35% Stun/Freeze immunity: +40% Knockback immunity: +38% Life regen: +4.00 Maximum life: +93.00 Maximum psi: +30.00 Mental crit. chance: +1% Healing mod.: +30% A suit of armour made of metal plates. |
opal 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 Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
fire opal 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% Gems can be sold for money or used in arcane rituals. |
garnet 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. steel torque of kinetic psionic shield [power 47] (20 cooldown)steel torque of kinetic psionic shield [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
4 diamond 4 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 Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
pearl 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 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
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Verygoodideas the Skeleton Flenser level 23
13rd Regrowth 123rd year of Ascendancy at 16:32 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Verygoodideas the Skeleton Flenser level 36
4th Mirth 123rd year of Ascendancy at 21:33 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Verygoodideas the Skeleton Flenser level 35
74th Pyre 123rd year of Ascendancy at 20:35 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Verygoodideas the Skeleton Flenser level 33
38th Pyre 123rd year of Ascendancy at 12:41 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Verygoodideas the Skeleton Flenser level 25
29th Regrowth 123rd year of Ascendancy at 00:17 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Verygoodideas the Skeleton Flenser level 16
36th Haze 122nd year of Ascendancy at 00:07 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Verygoodideas the Skeleton Flenser level 37
8th Flare 123rd year of Ascendancy at 05:26 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Verygoodideas the Skeleton Flenser level 17
49th Haze 122nd year of Ascendancy at 16:04 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Verygoodideas the Skeleton Flenser level 33
68th Pyre 123rd year of Ascendancy at 12:03 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Verygoodideas the Skeleton Flenser level 24
24th Regrowth 123rd year of Ascendancy at 23:23 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Verygoodideas the Skeleton Flenser level 50
23rd Haze 123rd year of Ascendancy at 21:31 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Verygoodideas the Skeleton Flenser level 15
12nd Haze 122nd year of Ascendancy at 20:57 see stats
Fast Curse Dispel (Roguelike)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Verygoodideas the Skeleton Flenser level 17
49th Haze 122nd year of Ascendancy at 16:04 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Verygoodideas the Skeleton Flenser level 23
20th Regrowth 123rd year of Ascendancy at 06:15 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Verygoodideas the Skeleton Flenser level 43
74th Dusk 123rd year of Ascendancy at 20:07 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Verygoodideas the Skeleton Flenser level 34
68th Pyre 123rd year of Ascendancy at 15:28 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Verygoodideas the Skeleton Flenser level 23
19th Regrowth 123rd year of Ascendancy at 07:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Verygoodideas the Skeleton Flenser level 15
47th Dusk 122nd year of Ascendancy at 09:19 see stats
Level 10 (Roguelike)
Got a character to level 10.By Verygoodideas the Skeleton Flenser level 10
4th Flare 122nd year of Ascendancy at 15:20 see stats
Level 20 (Roguelike)
Got a character to level 20.By Verygoodideas the Skeleton Flenser level 20
1st Wintertide 123rd year of Ascendancy at 02:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Verygoodideas the Skeleton Flenser level 30
5th Pyre 123rd year of Ascendancy at 15:30 see stats
Level 40 (Roguelike)
Got a character to level 40.By Verygoodideas the Skeleton Flenser level 40
17th Dusk 123rd year of Ascendancy at 21:10 see stats
Level 50 (Roguelike)
Got a character to level 50.By Verygoodideas the Skeleton Flenser level 50
23rd Haze 123rd year of Ascendancy at 21:29 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Verygoodideas the Skeleton Flenser level 41
31st Dusk 123rd year of Ascendancy at 04:59 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Verygoodideas the Skeleton Flenser level 39
17th Dusk 123rd year of Ascendancy at 17:07 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Verygoodideas the Skeleton Flenser level 12
29th Dusk 122nd year of Ascendancy at 02:17 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Verygoodideas the Skeleton Flenser level 40
27th Dusk 123rd year of Ascendancy at 23:22 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Verygoodideas the Skeleton Flenser level 25
25th Regrowth 123rd year of Ascendancy at 14:00 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Verygoodideas the Skeleton Flenser level 25
25th Regrowth 123rd year of Ascendancy at 06:08 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By Verygoodideas the Skeleton Flenser level 48
23rd Haze 123rd year of Ascendancy at 21:29 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Verygoodideas the Skeleton Flenser level 4
4th Mirth 122nd year of Ascendancy at 18:56 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Verygoodideas the Skeleton Flenser level 40
30th Dusk 123rd year of Ascendancy at 07:03 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By Verygoodideas the Skeleton Flenser level 50
23rd Haze 123rd year of Ascendancy at 21:31 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Verygoodideas the Skeleton Flenser level 17
39th Haze 122nd year of Ascendancy at 19:20 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Verygoodideas the Skeleton Flenser level 27
59th Regrowth 123rd year of Ascendancy at 21:04 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Verygoodideas the Skeleton Flenser level 26
37th Regrowth 123rd year of Ascendancy at 14:58 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Verygoodideas the Skeleton Flenser level 19
67th Haze 122nd year of Ascendancy at 10:17 see stats
Unstoppable (Roguelike)
Returned from the dead.By Verygoodideas the Skeleton Flenser level 50
41st Haze 123rd year of Ascendancy at 15:44 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Verygoodideas the Skeleton Flenser level 22
5th Regrowth 123rd year of Ascendancy at 17:17 see stats
Log
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 24 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Verygoodideas for (86 absorbed), 0 fire (0 total damage).
Crippling Poison from Verygoodideas hits Linaniil, Supreme Archmage of Angolwen for 13 nature damage.
Linaniil, Supreme Archmage of Angolwen casts Flameshock.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Verygoodideas resists the searing flame!
Verygoodideas uses Bone Armour.
A shield forms around Verygoodideas.
Linaniil, Supreme Archmage of Angolwen recovers sight.
The shield around Verygoodideas crumbles.
Your bone shield absorbs the damage!
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 34 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Verygoodideas for (120 to bones), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 34 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Verygoodideas for (120 absorbed), 0 fire (0 total damage).
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Linaniil, Supreme Archmage of Angolwen for 34 fire damage.
Linaniil, Supreme Archmage of Angolwen's cleansing fire area effect hits Verygoodideas for (120 absorbed), 0 fire (0 total damage).
The protective shield of Linaniil, Supreme Archmage of Angolwen disappears.
Crippling Poison from Verygoodideas hits Linaniil, Supreme Archmage of Angolwen for 13 nature damage.
Linaniil, Supreme Archmage of Angolwen casts Manathrust.
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Verygoodideas is recovering from the damage!
Linaniil, Supreme Archmage of Angolwen's spell attains critical power!
Linaniil, Supreme Archmage of Angolwen hits Verygoodideas for 901 arcane damage.
A part of Verygoodideas's bone shield regenerates.
Verygoodideas receives 61 healing.
Your bone shield absorbs the damage!
Saving game...
