Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ashes of Urh'Rok 1.2.4Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. ZOmnibus Addon Pack 1.3.0Combines 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 1416% |
| Size | medium |
| Lifes / Deaths | Killed by Warmaster Gnarg at level 33 on the 57th Pyre 123rd year of Ascendancy at 21:18 / 1 |
Primary Stats
| Strength | 70 (base 12) |
| Dexterity | 81 (base 40) |
| Constitution | 78 (base 60) |
| Magic | 26 (base 9) |
| Willpower | 72 (base 51) |
| Cunning | 80 (base 60) |
Resources
| Life | 1683/1683 |
| Mana | 584/584 |
| Stamina | 352/352 |
| Psi | 162/162 |
| Healing Factor | 0.8 |
| Regeneration | 2.4832939750238 |
Speed
| Mental | +62.41024410653% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 61 |
| Crit Chance | 34% |
| APR | 60 |
| Speed | 0.43 |
Offense: Spell
| Spellpower | 44.666666666667 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60.1 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +23% |
Defense: Base
| Armour (hardiness) | 63.65 (86.818181818182%) |
| Defense | 33.925 |
| Ranged Defense | 33.925 |
| Fatigue | 20 |
| Physical Save | 50.891666666667 |
| Spell Save | 43.758333333333 |
| Mental Save | 49.358333333333 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 32% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 33% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 111 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 610 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 230 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Intuitive Shots |
| talent | Rapid Shot |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Chant of Fortress |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 Ungolรซ 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 Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | 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 improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You 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 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: 783. | 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 avoidance. You have aided Stire of Derth in creating an 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 the savior. Marus of Elvala has completed an elixir of mastery without your aid. 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. Press to compare |
| Quiver | CRITACULAR (44/44, 65.5-91.7 power, 30 apr) CRITACULAR (44/44, 65.5-91.7 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +30.0% Capacity: 44 On weapon hit: * 20% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +20 lightning / +8 temporal / +24 blight Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. Press to compare |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 31.88 cold damage and 27.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Press to compare |
| On head | Churak the voratun helm (0 def, 5 armour) Churak the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Dex / +2 Mag / +7 Wil / +5 Cun Changes resistances: +11% lightning / +15% temporal / +13% physical Changes damage: +12% blight / +9% arcane Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Mana each turn: +0.04 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| Tool | quiet stralite torque of psychoportation [power 43] (18 cooldown) quiet stralite torque of psychoportation [power 43] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 43), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
| On fingers | voratun ring 'Flashwind' voratun ring 'Flashwind'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +34 (+7 eff.) Fatigue: -9% Damage when hit (Melee): 16 lightning Changes resistances penetration: +5% lightning Changes damage: +14% all Maximum encumbrance: +76 Maximum life: +30.00 Spellpower: +34 (+11 eff.) Mindpower: +38 (+10 eff.) Light radius: +2 Rings can have magical properties. Press to compare |
| On fingers | warrior's stralite ring of tenacity warrior's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Disarm immunity: +32% Pinning immunity: +28% Knockback immunity: +33% Maximum life: +42.00 Rings can have magical properties. Press to compare |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
| In main hand | I guess2 I guess2Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +20 acid Burst (radius 1) on hit: +2 lightning / +2 fire / +4 nature When wielded/worn: Physical power: +30 (+6 eff.) Changes stats: +12 Str Changes resistances: +18% fire Changes resistances penetration: +15% nature Changes damage: +22% acid / +6% nature Longbows are used to shoot arrows at your foes. Press to compare |
| On hands | Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 100.95 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. Press to compare |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 46.82 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. Press to compare |
| Cloak | wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour) wyrmwaxed elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +8% acid / +7% fire / +8% lightning / +8% cold Physical save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 202 strength, based on Magic) for 5 turns, costing 15 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
Inventory
clarifying stralite amulet of manastreaming clarifying stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes resistances: +17% mind Confusion immunity: +26% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +25.00 Amulets can have magical properties. Press to compare |
grounding stralite amulet of murder grounding stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Changes resistances: +13% lightning Critical mult.: +13.00% Stun/Freeze immunity: +28% Amulets can have magical properties. Press to compare |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 253.78 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Press to compare |
clarifying voratun amulet clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% mind Confusion immunity: +36% Amulets can have magical properties. Press to compare |
restful voratun amulet of soulsearing restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes damage: +9% blight / +9% fire Critical mult.: +18.00% Life regen: +2.70 Spellpower: +12 (+4 eff.) Amulets can have magical properties. Press to compare |
savior's voratun amulet of vision savior's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 (+6 eff.) Spell save: +21 (+7 eff.) Mental save: +19 (+6 eff.) Blindness immunity: +40% Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Islytha the copper ring Islytha the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Mental crit. chance: +2% Rings can have magical properties. Press to compare |
copper ring of arcana(+0.11/turn) copper ring of arcana(+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. Press to compare |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. Press to compare |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. Press to compare |
gladiator's copper ring of life gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Life regen: +0.80 Maximum life: +50.00 Healing mod.: +13% Rings can have magical properties. Press to compare |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 nature Changes resistances: +28% nature / +9% light Changes damage: +14% nature Life regen: +0.90 Maximum life: +63.00 Light radius: +3 Movement speed: +14% Healing mod.: +18% Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +7 Str / +4 Cun / +7 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
gladiator's stralite ring of speed gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +9 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +8 Str / +8 Con Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.7 Power cost: 24 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 29% for 5 turns. Rings can have magical properties. Press to compare |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +4 Con Changes resistances: +16% acid / +16% fire / +13% lightning / +18% cold Rings can have magical properties. Press to compare |
marksman's stralite ring of clarity marksman's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Mental save: +8 (+3 eff.) Confusion immunity: +26% Rings can have magical properties. Press to compare |
mule's stralite ring of life mule's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +29 Life regen: +0.60 Maximum life: +65.00 Healing mod.: +15% Rings can have magical properties. Press to compare |
pixie's stralite ring of life pixie's stralite ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Mag Life regen: +1.30 Maximum life: +56.00 Spellpower: +9 (+3 eff.) Healing mod.: +18% Rings can have magical properties. Press to compare |
savior's stralite ring of warding savior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +21% acid / +18% fire / +13% lightning / +19% cold Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +14 (+5 eff.) Rings can have magical properties. Press to compare |
sneakthief's stralite ring of nature (+36%) sneakthief's stralite ring of nature (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +36% nature Changes damage: +18% nature Rings can have magical properties. Press to compare |
Beryroddahell BeryroddahellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+8 eff.) Changes stats: +11 Cun Changes resistances: +3% temporal Changes damage: +6% temporal Mental save: +6 (+2 eff.) Psi when hit: +0.04 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. Press to compare |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 92.02 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Press to compare |
Huribar the voratun ring Huribar the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +2 Str / +3 Dex / +1 Mag Changes damage: +6% blight Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +50% Rings can have magical properties. Press to compare |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Press to compare |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +10 Str / +10 Con Life regen: +1.80 Maximum life: +91.00 Healing mod.: +23% Rings can have magical properties. Press to compare |
sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Cun / +10 Dex Life regen: +1.50 Maximum life: +94.00 Healing mod.: +21% Rings can have magical properties. Press to compare |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. Press to compare |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. Press to compare |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. Press to compare |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane 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 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 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." Press to compare |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+7 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+7 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. Press to compare |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. Press to compare |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. Press to compare |
nimble drakeskin leather armour of the wind (26 def, 8 armour) nimble drakeskin leather armour of the wind (26 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Armour: +8 Defense: +26 (+11 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +4 Dex Stamina each turn: +1.00 Movement speed: +20% Chance to avoid any damage: +9% It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. Press to compare |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+10 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" Press to compare |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 165, based on Magic) for 10 turns, costing 12 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. Press to compare |
ravager's drakeskin leather belt of containment ravager's drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +12% physical Maximum life: +106.00 Maximum mana: +63.00 Maximum stamina: +35.00 Maximum hate: +14.00 Maximum psi: +33.00 Maximum vim: +31.00 Maximum pos.energy: +24.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. Press to compare |
Zubibeth (0 def, 29 armour) Zubibeth (0 def, 29 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +29 Armour Hardiness: +12% Damage when hit (Melee): 8 mind Changes stats: +5 Mag / +14 Con Changes resistances: +7% physical Changes resistances penetration: +10% mind Changes damage: +11% arcane / +3% mind Reduces incoming crit damage: 5.00% Mental save: +40 (+13 eff.) Maximum life: +74.00 Mental crit. chance: +2% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour) brawler's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +8 Str / +4 Dex / +3 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+4 eff.) Disarm immunity: +40% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
voratun gauntlets of dispersion (0 def, 3 armour) voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
dragonslayer's voratun helm of trickery (0 def, 5 armour) dragonslayer's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +10% acid / +11% fire / +12% lightning / +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 jade 2 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. |
diamond 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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% Air currents swirl around this bright blue jewel. |
Petrified Wood 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% A piece of the scorched wood taken from the remains of Snaproot. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Sparkwild SparkwildPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze Changes stats: +8 Mag Changes resistances: +9% fire Changes damage: +30% lightning Mental save: +42 (+13 eff.) Spellpower: +17 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Light radius: +6 See stealth: +48 See invisible: +47 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! Press to compare |
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. |
Heart of Poosh 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 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Cyryba the dwarven-steel pickaxe (dig speed 16 turns) Cyryba the dwarven-steel pickaxe (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +1 Con Changes damage: +7% mind / +11% fire Physical save: +6 (+2 eff.) Mental save: +11 (+4 eff.) Stamina each turn: +0.80 Maximum life: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)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 122 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. |
Glintsmash the yew wand of trap destruction [power 57] (9 cooldown) Glintsmash the yew wand of trap destruction [power 57] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +3% light Talent cooldown: Void Blast (+6 turn) Talent granted: +1 Void Blast It can be used to disarm traps (57 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Lord of the Feast the Skeleton Archer level 31
39th Pyre 123rd year of Ascendancy at 13:37 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lord of the Feast the Skeleton Archer level 42
73rd Haze 123rd year of Ascendancy at 17:11 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Lord of the Feast the Skeleton Archer level 34
7th Flare 123rd year of Ascendancy at 06:14 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Lord of the Feast the Skeleton Archer level 47
2nd Pyre 124th year of Ascendancy at 06:39 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Lord of the Feast the Skeleton Archer level 40
22nd Haze 123rd year of Ascendancy at 17:22 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Lord of the Feast the Skeleton Archer level 33
52nd Pyre 123rd year of Ascendancy at 21:09 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Lord of the Feast the Skeleton Archer level 23
45th Regrowth 123rd year of Ascendancy at 21:07 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Lord of the Feast the Skeleton Archer level 39
3rd Haze 123rd year of Ascendancy at 21:38 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Lord of the Feast the Skeleton Archer level 40
49th Haze 123rd year of Ascendancy at 04:50 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Lord of the Feast the Skeleton Archer level 11
61st Dusk 122nd year of Ascendancy at 15:20 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Lord of the Feast the Skeleton Archer level 44
30th Regrowth 124th year of Ascendancy at 17:25 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Lord of the Feast the Skeleton Archer level 35
4th Dusk 123rd year of Ascendancy at 21:35 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Lord of the Feast the Skeleton Archer level 32
48th Pyre 123rd year of Ascendancy at 23:53 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Lord of the Feast the Skeleton Archer level 40
12nd Haze 123rd year of Ascendancy at 16:25 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Lord of the Feast the Skeleton Archer level 22
23rd Regrowth 123rd year of Ascendancy at 01:11 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By Lord of the Feast the Skeleton Archer level 50
41st Dusk 124th year of Ascendancy at 11:53 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Lord of the Feast the Skeleton Archer level 42
73rd Haze 123rd year of Ascendancy at 17:49 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Lord of the Feast the Skeleton Archer level 15
18th Haze 122nd year of Ascendancy at 16:33 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lord of the Feast the Skeleton Archer level 21
22nd Regrowth 123rd year of Ascendancy at 17:02 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Lord of the Feast the Skeleton Archer level 25
63rd Regrowth 123rd year of Ascendancy at 17:33 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Lord of the Feast the Skeleton Archer level 50
3rd Dusk 124th year of Ascendancy at 16:43 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Lord of the Feast the Skeleton Archer level 35
5th Dusk 123rd year of Ascendancy at 03:21 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By Lord of the Feast the Skeleton Archer level 49
52nd Pyre 124th year of Ascendancy at 06:17 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Lord of the Feast the Skeleton Archer level 31
43rd Pyre 123rd year of Ascendancy at 23:24 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lord of the Feast the Skeleton Archer level 21
18th Regrowth 123rd year of Ascendancy at 12:55 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Lord of the Feast the Skeleton Archer level 48
2nd Pyre 124th year of Ascendancy at 23:46 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lord of the Feast the Skeleton Archer level 10
1st Dusk 122nd year of Ascendancy at 04:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lord of the Feast the Skeleton Archer level 20
2nd Regrowth 123rd year of Ascendancy at 21:25 see stats
Level 30 (Roguelike)
Got a character to level 30.By Lord of the Feast the Skeleton Archer level 30
4th Pyre 123rd year of Ascendancy at 15:59 see stats
Level 40 (Roguelike)
Got a character to level 40.By Lord of the Feast the Skeleton Archer level 40
11st Haze 123rd year of Ascendancy at 13:11 see stats
Level 50 (Roguelike)
Got a character to level 50.By Lord of the Feast the Skeleton Archer level 50
53rd Pyre 124th year of Ascendancy at 19:34 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Lord of the Feast the Skeleton Archer level 48
14th Pyre 124th year of Ascendancy at 00:44 see stats
Portal ender (Roguelike)
Fought the two Sorcerers and closed three invocation portals.By Lord of the Feast the Skeleton Archer level 50
41st Dusk 124th year of Ascendancy at 11:52 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Lord of the Feast the Skeleton Archer level 45
60th Regrowth 124th year of Ascendancy at 12:32 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Lord of the Feast the Skeleton Archer level 10
1st Dusk 122nd year of Ascendancy at 05:53 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Lord of the Feast the Skeleton Archer level 28
76th Regrowth 123rd year of Ascendancy at 05:42 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Lord of the Feast the Skeleton Archer level 32
49th Pyre 123rd year of Ascendancy at 03:49 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Lord of the Feast the Skeleton Archer level 9
2nd Summertide 122nd year of Ascendancy at 02:00 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Lord of the Feast the Skeleton Archer level 42
73rd Haze 123rd year of Ascendancy at 17:11 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Lord of the Feast the Skeleton Archer level 14
13rd Haze 122nd year of Ascendancy at 02:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Lord of the Feast the Skeleton Archer level 15
15th Haze 122nd year of Ascendancy at 10:46 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Lord of the Feast the Skeleton Archer level 34
7th Flare 123rd year of Ascendancy at 06:38 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Lord of the Feast the Skeleton Archer level 26
67th Regrowth 123rd year of Ascendancy at 13:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Lord of the Feast the Skeleton Archer level 19
5th Allure 123rd year of Ascendancy at 22:42 see stats
Unstoppable (Roguelike)
Returned from the dead.By Lord of the Feast the Skeleton Archer level 33
57th Pyre 123rd year of Ascendancy at 21:18 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Lord of the Feast the Skeleton Archer level 27
73rd Regrowth 123rd year of Ascendancy at 16:31 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 0.40 gold from the transmogrification of overpowered yew wand of conjuration [power 493] (10 cooldown).
You gain 2.35 gold from the transmogrification of linen wizard hat of knowledge (1 def, 0 armour).
You gain 4.54 gold from the transmogrification of marauder's rough leather armour of fire resistance (5 def, 2 armour).
You gain 8.13 gold from the transmogrification of verdant silk robe of the mountain (+17%) (3 def, 0 armour).
You gain 6.95 gold from the transmogrification of mighty drakeskin leather sling of recursion.
You gain 5.10 gold from the transmogrification of hungering living mindstar (16.5-18.15 power, 40 apr, mind damage).
You gain 5.69 gold from the transmogrification of honing living mindstar (17-18.7 power, 40 apr, nature damage).
You gain 4.21 gold from the transmogrification of pulsing mindstar of persecution (13.5-14.85 power, 32 apr, mind damage).
You gain 16.63 gold from the transmogrification of stralite dagger 'Elenugrim' (31.5-40.95 power, 9 apr).
You gain 10.48 gold from the transmogrification of plaguebringer's stralite waraxe of rage (31.5-44.1 power, 5 apr).
You gain 4.08 gold from the transmogrification of quick iron waraxe of daylight (12-16.8 power, 2 apr).
You gain 7.60 gold from the transmogrification of inquisitor's voratun mace of crippling (46-64.4 power, 6 apr).
You gain 20.81 gold from the transmogrification of Bealin the dwarven-steel mace (25-35 power, 4 apr).
You gain 25.00 gold from the transmogrification of Spellblade (50-70 power, 2 apr).
You gain 7.82 gold from the transmogrification of quick dwarven-steel longsword of evisceration (23-32.2 power, 4 apr).
You gain 8.98 gold from the transmogrification of chilling stralite greatsword of evisceration (47-75.2 power, 3 apr).
You gain 7.85 gold from the transmogrification of quick steel greatsword of ruin (21-33.6 power, 2 apr).
You gain 3.93 gold from the transmogrification of arcing stralite greatmaul of projection (53-79.5 power, 3 apr).
You gain 17.48 gold from the transmogrification of void walker's dragonbone magestaff (30-36 power, 6 apr, fire element).
You gain 10.57 gold from the transmogrification of lifebinding dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element).
You gain 21.00 gold from the transmogrification of voratun ring 'Radiancelady'.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Lord of the Feast deactivates Premonition.
Lord of the Feast deactivates Rapid Shot.
Lord of the Feast deactivates Stoning Poison.
Lord of the Feast deactivates Numbing Poison.
Lord of the Feast deactivates Intuitive Shots.
Lord of the Feast deactivates Chant of Fortress.
