Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Ashes of Urh'Rok 1.7.0Official 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:
Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Temporal Bunnies 1.7.3Makes temporal hounds into temporal bunnies. (Swaps their sprites from dogs to bunnies, no actual mechanical changes are made to the tree or talents in it) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Skirmisher |
Level / Exp | 50 / 3180% |
Size | medium |
Lifes / Deaths | Killed by what does a bunny use for sling pellets at level 50 on the 29th Dusk 123rd year of Ascendancy at 22:59 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 62 (base 10) |
Dexterity | 117 (base 64) |
Constitution | 58 (base 33) |
Magic | 37 (base 15) |
Willpower | 107 (base 60) |
Cunning | 93 (base 60) |
Resources
Life | 1795/1795 |
Stamina | 538/592 |
Equilibrium | 30 |
Healing Factor | 1.9001339505269 |
Regeneration | 153.37691541672 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +107.19994720145% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 5 |
See Stealth | 115.32206154234 |
See Invisible | 116.32206154234 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 221 |
Accuracy | 89 |
Crit Chance | 87% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +66% |
Physical | +133% |
Nature | +18% |
Mind | +30% |
Arcane | +15% |
Cold | +87% |
All | 0% |
Offense: Damage Penetration
Acid | +50% |
All | +15% |
Physical | +30% |
Darkness | +20% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 54 (66.286633628497%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 59 |
Mental Save | 57 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Lightning | + 70%( 70%) |
Light | + 34%( 70%) |
Physical | + 41%( 70%) |
Mind | + 62%( 70%) |
Darkness | + 55%( 70%) |
Fire | + 49%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Silence Resistance | 34% |
Disarm Resistance | 24% |
Knockback Resistance | 0% |
Confusion Resistance | 100% |
Stun Resistance | 85% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 87% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Ce'Newen the snow giant. Escort: injured seer (level 2 of Daikara) | failed |
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 +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. * You've found the needed vampire lord fang. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 | active |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Arysethra the pair of voratun boots (0 def, 5 armour) Arysethra the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +4% Changes stats: +10 Str / +5 Wil / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +15% arcane / +10% physical Mana when firing critical spell: +2.07 Vim when firing critical spell: +2.07 Only die when reaching: -82.75 life Maximum vim: +50.00 Spellpower: +20 (+2 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Bunny pellets (48/50, 180% power, 6 apr) Bunny pellets (48/50, 180% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 50 On weapon hit: * 24 arcane resource burn Damage (Ranged): +24 lightning / +4 fire / +18 nature / +30 darkness Damage (radius 2) on crit: +20 lightning Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Light source | Bun brite Bun brite Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances: +1% physical / +9% blight / +3% cold / +9% nature / +6% arcane Changes resistances penetration: +15% all Changes damage: +12% physical Physical save: +6 (+2 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +87% Confusion immunity: +60% Light radius: +19 See stealth: +67 See invisible: +68 It can be used to activate talent Track, placing all other charms into a 33 cooldown : Effective talent level: 6.5 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Gorydar (0 def, 3 armour) Gorydar (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Changes stats: +9 Lck Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +100.00 Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
On hands | Bunny paws (0 def, 3 armour) Bunny paws (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical crit. chance: +13.0% Physical power: +20 (+5 eff.) Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 15% Effects when hit in melee: * 35 arcane resource burn Changes stats: +6 Str Changes resistances: +20% blight / +9% acid / +26% darkness / +20% arcane Changes resistances penetration: +10% acid Damage affinity(heal): +13% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +15.00% Spell save: +40 (+10 eff.) Stamina each turn: +3.55 Only die when reaching: -60.00 life Spell crit. chance: +20% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Breezeminister (dig speed 17 turns) Breezeminister (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 10% chance to slow global speed by 70% Changes stats: +2 Str / +6 Con Critical mult.: +31.00% Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bunny bling Bunny blingInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% acid / +5% arcane / +9% light / +3% nature Changes damage: +3% mind Physical save: +18 (+6 eff.) Spell save: +18 (+4 eff.) Mental save: +18 (+5 eff.) Life regen: +50.00 Maximum life: +286.00 Maximum hate: +4.00 Infravision radius: +2 Healing mod.: +58% Rings make your fingers look great! |
On fingers | Drohir the voratun ring Drohir the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +36% lightning / +12% mind Changes damage: +18% lightning Critical mult.: +20.88% Physical save: +18 (+6 eff.) Pinning immunity: +21% Stun/Freeze immunity: +21% Life regen: +4.18 Only die when reaching: -60.00 life Maximum life: +80.00 Mindpower: +10 (+2 eff.) Rings make your fingers look great! |
Around neck | Wretchsever the stralite amulet Wretchsever the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +3 Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +3 Con Changes resistances: +26% lightning Changes damage: +18% nature / +30% physical Stun/Freeze immunity: +44% Amulets make your neck look great! |
In main hand | Bunny butt Bunny buttRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 nature Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +7.0% Effects on ranged hit: * 21 arcane resource burn * 20% chance to slow global speed by 70% * 20% chance to reduce damage dealt by 33% Changes stats: +7 Cun / +7 Wil Changes resistances: +6% arcane / +12% darkness Changes resistances penetration: +25% acid / +25% nature / +5% darkness Changes damage: +22% physical Talent mastery: +0.20 Wild-gift / Antimagic Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mindpower: +15 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | Betisessra BetisessraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +12 Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +3 Str / +5 Dex / +5 Cun / +8 Con Changes resistances: +9% acid Changes damage: +9% physical Stamina each turn: +2.00 Maximum stamina: +30.00 Mental crit. chance: +11% A belt that goes around your waist. |
In off hand | Bunny hide (0 def, 10 armour, 182% power, 185.5 block) Bunny hide (0 def, 10 armour, 182% power, 185.5 block)Requires: - Shield usage training - Cunning 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 Damage (Melee): +30 physical Damage (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Changes stats: +9 Str / +12 Dex / +9 Wil Changes resistances: +18% physical / +6% cold / +30% fire / +6% nature / +20% arcane Changes damage: +9% cold Talent granted: +1 Block Mindpower: +10 (+2 eff.) Slows Projectiles: +40% Bonus block near projectiles: +93 Handheld deflection devices. |
Cloak | Loregomnir the cashmere cloak (2 def, 6 armour) Loregomnir the cashmere cloak (2 def, 6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: -7% Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Cun / +1 Con Talent mastery: +0.30 Technique / Combat training Physical save: +18 (+6 eff.) Spell save: +8 (+2 eff.) Stamina each turn: +0.70 Maximum life: +82.00 Maximum stamina: +22.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bunny fur (0 def, 0 armour) Bunny fur (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 20% chance to slow global speed by 70% Changes stats: +16 Str / +2 Dex / +16 Mag / +16 Wil / +2 Cun / +3 Con Changes resistances: +30% lightning / +75% cold / +36% mind / +15% all Changes damage: +48% lightning / +50% physical / +27% mind / +78% cold Disarm immunity: +24% Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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 Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
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 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) 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. enhanced voratun mace of massacre (172% power, 6 apr)enhanced voratun mace of massacre (172% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +11 Con Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots (0 def, 5 armour)dreamer's pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Physical save: +12 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of evasion (16 def, 5 armour)invigorating pair of voratun boots of evasion (16 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +16 (+4 eff.) Fatigue: +0% Stamina each turn: +0.90 Maximum life: +49.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 5.2 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 64 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of ire (0 def, 5 armour)drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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 cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging drakeskin leather cap of the depths (0 def, 5 armour)mindcaging drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% mind / +21% cold Allows you to breathe in: water Mental save: +30 (+8 eff.) Confusion immunity: +43% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of the deep (20 def, 14 armour)drakeskin leather armour of the deep (20 def, 14 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +15% acid / +15% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of resilience (0 def, 31 armour)impenetrable voratun plate armour of resilience (0 def, 31 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Fatigue: +22% Maximum life: +55.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. windwalling voratun shield of cold resistance (+20%) (0 def, 10 armour, 183% power, 202 block)windwalling voratun shield of cold resistance (+20%) (0 def, 10 armour, 183% power, 202 block) Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 184% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +29 physical When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +30% cold / +20% physical Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +64 Handheld deflection devices. |
Windborne Azurite 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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 (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 410.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 21 power out of 25/25. 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) Activation costs 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. |
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 Latent Damage Type: Cold 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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
19th Dusk 123rd year of Ascendancy at 03:54 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 36
27th Regrowth 123rd year of Ascendancy at 22:33 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
3rd Flare 123rd year of Ascendancy at 01:40 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 36
26th Regrowth 123rd year of Ascendancy at 07:24 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 11
13rd Haze 122nd year of Ascendancy at 03:47 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
9th Mirth 123rd year of Ascendancy at 06:23 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
4th Flare 123rd year of Ascendancy at 12:23 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 46
49th Pyre 123rd year of Ascendancy at 19:18 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 40
68th Regrowth 123rd year of Ascendancy at 17:16 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 39
66th Regrowth 123rd year of Ascendancy at 16:01 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 33
22nd Regrowth 123rd year of Ascendancy at 11:51 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 26
7th Decay 122nd year of Ascendancy at 08:17 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 23
77th Haze 122nd year of Ascendancy at 09:18 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 38
64th Regrowth 123rd year of Ascendancy at 04:52 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
9th Dusk 123rd year of Ascendancy at 16:42 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
4th Flare 123rd year of Ascendancy at 14:35 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
2nd Flare 123rd year of Ascendancy at 13:53 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 10
3rd Haze 122nd year of Ascendancy at 20:18 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 20
56th Haze 122nd year of Ascendancy at 10:29 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 30
6th Regrowth 123rd year of Ascendancy at 03:31 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 40
66th Regrowth 123rd year of Ascendancy at 16:01 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
74th Pyre 123rd year of Ascendancy at 10:37 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 16
32nd Haze 122nd year of Ascendancy at 05:53 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 43
18th Pyre 123rd year of Ascendancy at 19:32 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
7th Dusk 123rd year of Ascendancy at 19:14 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 42
17th Pyre 123rd year of Ascendancy at 01:35 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
29th Dusk 123rd year of Ascendancy at 22:58 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 36
52nd Regrowth 123rd year of Ascendancy at 04:52 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 43
18th Pyre 123rd year of Ascendancy at 19:44 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 26
1st Allure 123rd year of Ascendancy at 07:38 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 18
53rd Haze 122nd year of Ascendancy at 05:30 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 40
66th Regrowth 123rd year of Ascendancy at 18:30 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 11
5th Haze 122nd year of Ascendancy at 14:49 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
7th Dusk 123rd year of Ascendancy at 04:45 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 31
17th Regrowth 123rd year of Ascendancy at 21:28 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
1st Mirth 123rd year of Ascendancy at 00:18 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 42
13rd Pyre 123rd year of Ascendancy at 04:43 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 26
7th Decay 122nd year of Ascendancy at 19:01 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 16
34th Haze 122nd year of Ascendancy at 07:02 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 50
29th Dusk 123rd year of Ascendancy at 22:59 see stats
By what does a bunny use for sling pellets the Yeek Skirmisher level 35
25th Regrowth 123rd year of Ascendancy at 22:33 see stats
Log
what does a bunny use for sling pellets snipes Elandar (+192% weapon bonus for range)!
Yeek mindslayer's Beyond the Flesh hits Elandar for (150 absorbed), 0 physical, (40 absorbed), 0 physical, (27 absorbed), 0 lightning (0 total damage).
Yeek mindslayer's Beyond the Flesh hits Elandar for (289 absorbed), 0 physical, (38 absorbed), 0 physical, (26 absorbed), 0 lightning (0 total damage).
Yeek mindslayer's Beyond the Flesh hits Mirror Image (Elandar) for 0 fire damage.
Yeek mindslayer's Beyond the Flesh hits Elandar for (143 absorbed), 0 physical, (11 absorbed), 0 blight, (45 absorbed), 0 physical, (27 absorbed), 0 lightning, (44 absorbed), 0 fire (0 total damage).
What does a bunny use for sling pellets's Kill Shot performs a ranged critical strike against Elandar!
The shield around Elandar crumbles.
Yeek mindslayer shrugs off the effect 'Dazzled'!
What does a bunny use for sling pellets attunes to the damage.
What does a bunny use for sling pellets shrugs off the effect 'Dazzled'!
Elandar slows down.
Elandar is weakened by the darkness!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Portal destroyer (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Phantasmal Shield hits Yeek mindslayer for 274 light damage.
Phantasmal Shield hits what does a bunny use for sling pellets for (41 antimagic), (31 flat reduction), 102 light (102 total damage).
Phantasmal Shield hits Mirror Image (Elandar) for 0 light damage.
Phantasmal Shield hits Yeek mindslayer for 274 light damage.
What does a bunny use for sling pellets's Kill Shot hits Mirror Image (Elandar) for 0 acid, 0 nature, 0 lightning (0 total damage).
What does a bunny use for sling pellets's Kill Shot hits Elandar for (845 absorbed), 3700 physical, 18 lightning, (35 ignored), 0 arcane, 14 darkness, 2 fire, 17 nature, 26 acid, 30 nature, 15 lightning (3822 total damage).
What does a bunny use for sling pellets's Kill Shot killed Elandar!
Talent Relentless Pursuit is ready to use.
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Triumph of the Way (Insane (Roguelike) difficulty)!
Saving game...
Saving done.