












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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! Conveyance Reward 1.4.8This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 50 / 2397% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 15 on the 56th Haze 122nd year of Ascendancy at 04:01 5 / 2Killed by luminous horror at level 17 on the 60th Haze 122nd year of Ascendancy at 14:55 |
Primary Stats
| Strength | 112 (base 52) |
| Dexterity | 147 (base 66) |
| Constitution | 83 (base 45) |
| Magic | 30 (base 9) |
| Willpower | 38 (base 16) |
| Cunning | 94 (base 60) |
Resources
| Life | 1410/1410 |
| Stamina | 215/215 |
| Steam | 100/100 |
| Healing Factor | 1.7128063241107 |
| Regeneration | 20.810596837945 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 16 |
| Lite | 13 |
| Infravision | 12 |
| See Stealth | 91.998241349546 |
| See Invisible | 81.998241349546 |
Offense: Mainhand
| Damage | 270 |
| Accuracy | 107 |
| Crit Chance | 77% |
| APR | 67 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 17.5 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +37% |
| Darkness | +42% |
| Light | +43% |
| Physical | +57% |
| Blight | +29% |
| Arcane | +26% |
| Mind | +23% |
| All | +17% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +15% |
| Nature | +10% |
| Physical | +147% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (69.567430025445%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | -20 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 53%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 29%( 70%) |
| Cold | + 56%( 70%) |
| Darkness | + 39%( 70%) |
| Arcane | + 30%( 70%) |
| Fire | + 31%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 90% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
| Silence Resistance | 48% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.2 steam per turn. Can be activated for an instant burst of 96 steam. Its effects scale with your Constitution 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 214% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity 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 208% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 18 for 12 turns. While Heroism is active, you will only die when reaching -891 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 Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.70 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Archery prowess | 1.70 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 2.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Piercing Ammunition |
| talent | Trained Reactions |
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Vorybeth the barrow wight. Escort: repented thief (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 541. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. 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 precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Galyrak the Dawnshaper (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Mag Changes resistances: +11% fire / +13% cold Changes damage: +6% light / +12% blight Physical save: +15 (+5 eff.) Silence immunity: +48% Confusion immunity: +50% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +6 (+2 eff.) Damage Shield penetration: +10% A pair of boots made of leather. |
| Quiver | Bilevault the quiver of dragonbone arrows (24/24, 71-99.4 power, 33 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +33 Crit. chance: +18.0% Capacity: 24 On weapon hit: * Slows global speed by 42% * disrupts spell-casting Travel speed: +200% Burst (radius 1) on hit: +4 nature / +4 mind Damage against: +45% Unnatural Arrows are used with bows to pierce your foes to death. |
| Light source | Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes damage: +20% light Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +11 See stealth: +10 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.45 cold damage and 15.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This object's appearance was changed to rough leather hat. |
| Tool | Salutta the dragonbone wand of clairvoyance [power 14] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +6 (+1 eff.) Changes resistances: +15% lightning / +5% arcane / +6% light Changes resistances penetration: +20% physical Changes damage: +15% physical Spell save: +15 (+15 eff.) It can be used to reveal the area around you, dispelling darkness (radius 14, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | QuicksilverInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +10 Con Changes resistances: +40% nature / +3% light / +5% arcane Changes damage: +20% nature / +9% arcane / +6% mind Physical save: +20 (+6 eff.) Life regen: +1.90 Maximum life: +100.00 Movement speed: +25% Healing mod.: +28% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
| On fingers | VorulleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +7 Str / +4 Con Changes damage: +15% physical Stamina each turn: +0.40 Maximum life: +50.00 Rings can have magical properties. |
| Around waist | Neira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Slows Projectiles: +25% It can be used to surround yourself with a magical shield (strength 175, based on Magic) for 10 turns, costing 16 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | dragonbone longbow 'Growthbreak' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +0.0% Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% * chills your foe dealing 42 damage and slowing them by one tenth of a turn When wielded/worn: Changes stats: +11 Dex / +1 Wil Changes resistances penetration: +10% nature / +91% physical Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) Damage Shield penetration: +128% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
| Main armor | marauder's hardened leather armour of the wind (16 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +6 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +6 Dex Physical save: +6 (+2 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 28 cooldown : Effective talent level: 4.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 189 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. This object's appearance was changed to The Untouchable. |
| Cloak | Drape of Overcompensation (3 def, 13 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +12 Str / +10 Dex / +12 Con Changes resistances: +30% lightning / +30% cold / +22% darkness Changes resistances penetration: +20% darkness / +15% light / +10% mind Changes damage: +25% darkness Talent mastery: +0.80 Technique / Combat training Stealth bonus: +25 Spell save: -59 (-59 eff.) Stun/Freeze immunity: +50% Stamina each turn: +3.00 Mana each turn: -1.07 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warmaker's voratun amulet of perfection (0.40 Technique / Archery prowess,0.40 Technique / Sniper)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +8 Dex / +7 Wil Talent masteries: +0.40 Technique / Archery prowess +0.40 Technique / Sniper Amulets can have magical properties. |
Inventory
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. |
CyrethPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +10 Dex / +5 Mag / +8 Cun / +7 Con Changes damage: +13% acid / +7% fire / +7% cold / +7% lightning Reduces incoming crit damage: 15.00% Cut immunity: +70% Life regen: +1.10 Stamina each turn: +1.40 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Infravision radius: +3 Movement speed: +10% Healing mod.: +29% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 1.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
SwingandamissPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 13% chance to blind Changes stats: +10 Str / +9 Dex / +6 Mag / +10 Wil Changes resistances: +12% lightning / +3% temporal Changes damage: +15% light / +15% darkness Mental save: +9 (+3 eff.) Life regen: +4.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Hate when firing a critical mind attack: +1.00 Maximum mana: +60.00 Maximum psi: +40.00 Amulets can have magical properties. |
voratun amulet 'Xanyba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +20 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +18 Lck Changes resistances: +6% cold / +6% mind / +6% light Spell save: +6 (+6 eff.) Equilibrium when hit: +0.16 Maximum psi: +50.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +5% Reduce all damage from unseen attackers: 20% 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 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 160 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." |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
14 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. |
8 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
9 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. |
12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
8 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. |
9 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
10 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. |
9 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. |
10 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. |
33 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. |
31 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. |
27 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. |
24 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+10 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
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. |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
mastercraft thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +4 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
voratun 1H weapon automatonPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Weapon Automaton: One Handed Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 49] amazing fiery salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (49% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
amazing frost salve [power 49] amazing frost salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (49% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
amazing healing salve [power 703] amazing healing salve [power 703]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. It can be used to heal 703, putting Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing pain suppressor salve [power 615] amazing pain suppressor salve [power 615]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -615 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing regeneration salve [power 888] amazing regeneration salve [power 888]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. It can be used to heal 888 over 5 turns, putting Talent Medical Injector on cooldown for 12 turns. Medical salve. |
amazing unstoppable force salve [power 195] amazing unstoppable force salve [power 195]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 195 and healing factor by half, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 49] amazing water salve [power 49]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 214% efficiency and 51% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (49% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 20 turns. Medical salve. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 80 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
soldier's voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +3 Str Changes resistances: +9% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 56 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 162 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)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 438.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
volcanic dragonbone wand of trap destruction [power 119] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to disarm traps (119 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ace the Cornac Archer level 37
18th Dusk 123rd year of Ascendancy at 14:46 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ace the Cornac Archer level 48
6th Allure 124th year of Ascendancy at 16:55 see stats
Against all odds
Killed Ukruk in the ambush.By Ace the Cornac Archer level 37
16th Dusk 123rd year of Ascendancy at 22:18 see stats
Arachnophobia
Destroyed the spydric menace.By Ace the Cornac Archer level 40
50th Dusk 123rd year of Ascendancy at 22:20 see stats
Ay ay captain!
Turn into a pirate!By Ace the Cornac Archer level 39
33rd Dusk 123rd year of Ascendancy at 00:21 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Ace the Cornac Archer level 47
4th Decay 123rd year of Ascendancy at 11:57 see stats
Brave new world
Went to the Far East and took part in the war.By Ace the Cornac Archer level 39
47th Dusk 123rd year of Ascendancy at 04:49 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ace the Cornac Archer level 31
75th Pyre 123rd year of Ascendancy at 04:40 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Ace the Cornac Archer level 33
3rd Flare 123rd year of Ascendancy at 21:50 see stats
Clone War
Destroyed your own Shade.By Ace the Cornac Archer level 50
77th Regrowth 124th year of Ascendancy at 03:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ace the Cornac Archer level 10
43rd Dusk 122nd year of Ascendancy at 11:11 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Ace the Cornac Archer level 48
5th Regrowth 124th year of Ascendancy at 00:20 see stats
Destroyer of the creation
Killed Slasul.By Ace the Cornac Archer level 41
57th Dusk 123rd year of Ascendancy at 18:47 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ace the Cornac Archer level 38
27th Dusk 123rd year of Ascendancy at 10:57 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Ace the Cornac Archer level 34
5th Dusk 123rd year of Ascendancy at 06:05 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Ace the Cornac Archer level 46
2nd Decay 123rd year of Ascendancy at 08:51 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Ace the Cornac Archer level 25
46th Regrowth 123rd year of Ascendancy at 17:37 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Ace the Cornac Archer level 50
47th Pyre 124th year of Ascendancy at 15:43 see stats
Exterminator
Killed 1000 creatures.By Ace the Cornac Archer level 16
57th Haze 122nd year of Ascendancy at 17:40 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ace the Cornac Archer level 27
66th Regrowth 123rd year of Ascendancy at 12:38 see stats
Fear me not!
Survived the Fearscape!By Ace the Cornac Archer level 28
7th Pyre 123rd year of Ascendancy at 09:48 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Ace the Cornac Archer level 50
28th Pyre 124th year of Ascendancy at 01:07 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Ace the Cornac Archer level 41
57th Dusk 123rd year of Ascendancy at 22:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ace the Cornac Archer level 18
62nd Haze 122nd year of Ascendancy at 02:11 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Ace the Cornac Archer level 49
8th Regrowth 124th year of Ascendancy at 03:19 see stats
Level 10
Got a character to level 10.By Ace the Cornac Archer level 10
22nd Dusk 122nd year of Ascendancy at 15:12 see stats
Level 20
Got a character to level 20.By Ace the Cornac Archer level 20
3rd Regrowth 123rd year of Ascendancy at 05:59 see stats
Level 30
Got a character to level 30.By Ace the Cornac Archer level 30
24th Pyre 123rd year of Ascendancy at 06:36 see stats
Level 40
Got a character to level 40.By Ace the Cornac Archer level 40
48th Dusk 123rd year of Ascendancy at 11:14 see stats
Level 50
Got a character to level 50.By Ace the Cornac Archer level 50
9th Regrowth 124th year of Ascendancy at 09:47 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Ace the Cornac Archer level 28
3rd Pyre 123rd year of Ascendancy at 10:59 see stats
Orcrist
Killed the leaders of the Orc Pride.By Ace the Cornac Archer level 50
8th Pyre 124th year of Ascendancy at 03:03 see stats
Overpowered!
Did over 6000 damage in one attack.By Ace the Cornac Archer level 50
34th Pyre 124th year of Ascendancy at 05:31 see stats
Portal destroyer
Fought the two Sorcerers and closed one invocation portal.By Ace the Cornac Archer level 50
47th Pyre 124th year of Ascendancy at 15:43 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ace the Cornac Archer level 49
9th Regrowth 124th year of Ascendancy at 09:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ace the Cornac Archer level 13
8th Haze 122nd year of Ascendancy at 10:50 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ace the Cornac Archer level 27
58th Regrowth 123rd year of Ascendancy at 06:39 see stats
Size is everything
Did over 1500 damage in one attack.By Ace the Cornac Archer level 30
74th Pyre 123rd year of Ascendancy at 15:34 see stats
Size matters
Did over 600 damage in one attack.By Ace the Cornac Archer level 23
44th Regrowth 123rd year of Ascendancy at 21:30 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ace the Cornac Archer level 39
37th Dusk 123rd year of Ascendancy at 08:55 see stats
That was close
Killed your target while having only 1 life left.By Ace the Cornac Archer level 23
44th Regrowth 123rd year of Ascendancy at 15:33 see stats
The Arena
Unlocked Arena mode.By Ace the Cornac Archer level 8
10th Dusk 122nd year of Ascendancy at 21:50 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ace the Cornac Archer level 50
8th Pyre 124th year of Ascendancy at 04:12 see stats
The Rat Lich
Killed the terrible Rat Lich.By Ace the Cornac Archer level 50
40th Pyre 124th year of Ascendancy at 00:01 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ace the Cornac Archer level 22
35th Regrowth 123rd year of Ascendancy at 15:09 see stats
The bigger the better!
Did over 3000 damage in one attack.By Ace the Cornac Archer level 47
4th Allure 124th year of Ascendancy at 09:28 see stats
The secret city
Discovered the truth about mages.By Ace the Cornac Archer level 18
71st Haze 122nd year of Ascendancy at 06:57 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Ace the Cornac Archer level 43
9th Haze 123rd year of Ascendancy at 19:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ace the Cornac Archer level 33
7th Mirth 123rd year of Ascendancy at 21:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ace the Cornac Archer level 18
62nd Haze 122nd year of Ascendancy at 02:30 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ace the Cornac Archer level 36
16th Dusk 123rd year of Ascendancy at 16:05 see stats
Log
Saving done.
You transfer shielding rune of the psychic (absorb 364 for 7 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer watchleader's alchemist's lamp of the moons to the online item's vault.
Saving done.
Saving game...
Saving done.
There is an item here: Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)
There is an item here: Ravenbright the voratun waraxe (40-56 power, 6 apr)
There is an item here: Malediction (55-66 power, 15 apr)
There is an item here: Mnemonic
There is an item here: Wheel of Fate
There is an item here: Glory of the Pride
There is an item here: Ring of the War Master
There is an item here: Void Orb
There is an item here: Elemental Fury
There is an item here: sentry's pouch of voratun shots of annihilation (49/49, 74.5-89.4 power, 22 apr)
There is an item here: Thundercrack (16/16, 35-42 power, 8 apr)
Ace deactivates Concealment.
Ace deactivates Trained Reactions.
Ace deactivates Piercing Ammunition.
Ace deactivates Intuitive Shots.
Ace deactivates Aim.
Ace's Aim has been deactivated!



























































































































